tag:blogger.com,1999:blog-18420875560810433712024-03-18T22:11:37.065-05:00Board EnterprisesDetailing our products and helping our players and customers.BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.comBlogger699125tag:blogger.com,1999:blog-1842087556081043371.post-85022040960910295502024-03-16T12:23:00.001-05:002024-03-16T12:23:28.006-05:00Underground Cities<p> <span style="mso-tab-count: 1;"> </span>Once again,
we are proposing an underground city.<span style="mso-spacerun: yes;"> </span>Why?<span style="mso-spacerun: yes;"> </span>Because they are an iconic fantasy setting.<span style="mso-spacerun: yes;"> </span>Go out on the internet and there are a bunch of
people who will tell you it cannot be done.<span style="mso-spacerun: yes;">
</span>They have some valid points, so let’s address them.<span style="mso-spacerun: yes;"> </span>(Warning!<span style="mso-spacerun: yes;">
</span>We hate when people tell us we can’t do something.<span style="mso-spacerun: yes;"> </span>It is simply a challenge to prove them wrong!)</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>The first
argument is that the air will go bad.<span style="mso-spacerun: yes;"> </span>We
have often used Mammoth Cave in Kentucky (USA) as an example that we can build our
cavern system from.<span style="mso-spacerun: yes;"> </span>Sure, it is the biggest
in our world (probably), but it is real.<span style="mso-spacerun: yes;">
</span>Mammoth Cave has visitors in it every day, and none of them have ever suffocated.<span style="mso-spacerun: yes;"> </span>Why?<span style="mso-spacerun: yes;"> </span>Because
it has more than one entrance and the air moves through the cave.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>Sidetrack:<span style="mso-spacerun: yes;"> </span>We love caves and have explored them, visited
them, even slept in them.<span style="mso-spacerun: yes;"> </span>Rarely has claustrophobia
been an issue.<span style="mso-spacerun: yes;"> </span>One time, one of our people
was in a cave where the passage became pretty narrow.<span style="mso-spacerun: yes;"> </span>A young boy got nervous and stopped, causing a
bit of a “log jam”.<span style="mso-spacerun: yes;"> </span>When the number of people
in the tight tunnel caused the breeze to stop, that’s when others started getting
nervous.<span style="mso-spacerun: yes;"> </span>Did any of them feel the breeze
before?<span style="mso-spacerun: yes;"> </span>No.<span style="mso-spacerun: yes;"> </span>But they felt when it stopped.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>OK, back
to the main point.<span style="mso-spacerun: yes;"> </span>Let’s assume that you
did need to add ventilation.<span style="mso-spacerun: yes;"> </span>One of our major
magitech devices (check out <a href="https://www.drivethrurpg.com/product/295795/The-Circuitry-of-Magic-aka-All-About-Magitech">All
About Magitech</a>) is the dwarven enchantment perpetual motion.<span style="mso-spacerun: yes;"> </span>The most important usage of the perpetual motion
devices is the exhaust fans from the dwarven mines.<span style="mso-spacerun: yes;"> </span>There are multiple entrances to their underground
city.<span style="mso-spacerun: yes;"> </span>There are forges set up beneath one
of the major shafts going up, and the heat of the forges (and the smoke) rise out
of the shaft, creating motion in the air and drawing it in from other entrances.<span style="mso-spacerun: yes;"> </span>Additionally, there are two main shafts that have
perpetual motion fans blowing air out, creating these minor vacuums that then draw
it in.<span style="mso-spacerun: yes;"> </span>With or without magic, we think the
air thing is not an issue.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>The skeptics
then say that the people in the underground city would need drinking water.<span style="mso-spacerun: yes;"> </span>These folks have probably not been to limestone
caves, because the caves are carved by water, and the formations are formed by water.<span style="mso-spacerun: yes;"> </span>Is this all the best drinking water?<span style="mso-spacerun: yes;"> </span>Maybe, maybe not, but getting water in is not
the problem!</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>If there
is a water problem, it is getting the water out!<span style="mso-spacerun: yes;"> </span>Since many caves (at least limestone caves) have
underground rivers, the problem is instead flooding.<span style="mso-spacerun: yes;"> </span>Anyone who has done a cave tour has probably hit
that spot in the tour when the guides point their flashlights at the wall and show
you how the cave you are standing in was underwater during the latest flood.<span style="mso-spacerun: yes;"> </span>Solving for that is an issue! but it is certainly
possible to build your city in caves that have more caves beneath them to hopefully
serve as a runoff.</p>
<p class="MsoNormal"> Related is the issue of waste.<span style="mso-spacerun: yes;"> </span>Again, getting water in is not the problem, but
instead getting stuff out.<span style="mso-spacerun: yes;"> </span>Depending on the
number of people and the number of underground rivers, this can be solved.<span style="mso-spacerun: yes;"> </span>Take water from the river over there, and the
downstream throw your waste into the river.<span style="mso-spacerun: yes;">
</span>You might be polluting it for people in the next major dungeon over, but
that’s not today’s problem.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>Depending
on the strength of the river, all sorts of garbage might be disposed of in this
manner, but as you will see soon, you might not actually want to dispose of the
waste.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>How do you
feed people in an underground city?<span style="mso-spacerun: yes;"> </span>Mushroom
gardens, right?<span style="mso-spacerun: yes;"> </span>OK, here’s the problem.<span style="mso-spacerun: yes;"> </span>Mushrooms need something to grow in - typically
something like mulch or decaying plant material.<span style="mso-spacerun: yes;"> </span>While mushrooms can grow out of the sun, they
cannot grow where there is no food for them.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>What can
you use?<span style="mso-spacerun: yes;"> </span>Well, some of the waste might work.<span style="mso-spacerun: yes;"> </span>Disgusting, yes, but it might be practical.<span style="mso-spacerun: yes;"> </span>If you’re doing that you might not want to eat
fresh mushrooms, but only mushroom soups, because you are going to want to boil
those things after what they’ve been growing in.<span style="mso-spacerun: yes;"> </span>Another means to explain the mushroom farms is
to have someone on the surface shoveling “mulch” down a shaft.<span style="mso-spacerun: yes;"> </span>This could be an easy way to supply the mushrooms
with what they need to grow.<span style="mso-spacerun: yes;"> </span>After the mulch
has served its purpose, it is replaced with new mulch and the old stuff goes in
the river or into the campfires.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>We think
the actual answer is that you would only be living beneath the surface if there
was something worthwhile down here.<span style="mso-spacerun: yes;"> </span>Assuming
that, there would need to be trade with the above ground world.<span style="mso-spacerun: yes;"> </span>Food comes down and gold or gems go up.<span style="mso-spacerun: yes;"> </span>This will usually work!<span style="mso-spacerun: yes;"> </span>Coal or gravel won’t fund an underground city,
but precious metals and precious stones will.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>Next issue
- There’s no Vitamin D.<span style="mso-spacerun: yes;"> </span>OK, assuming it is
a fantasy city, dwarves and dark elves probably don’t need sunlight to get Vitamin
D.<span style="mso-spacerun: yes;"> </span>They also don’t suffer from any of the
psychological impacts of never seeing the sun.<span style="mso-spacerun: yes;">
</span>Maybe they need to eat a lot of fish or eggs to supply their vitamins, but
this doesn’t seem unreasonable.<span style="mso-spacerun: yes;"> </span>If there
are some salmon who swim through the underground rivers to get to where they are
going, then maybe they catch their own, but this is starting to feel a little far-fetched.<span style="mso-spacerun: yes;"> </span>(More far-fetched than an underground city of
dwarves?<span style="mso-spacerun: yes;"> </span>OK, maybe not.)</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>OK, that’s
air to breath, water to drink, food to eat.<span style="mso-spacerun: yes;">
</span>Those are some pretty major issues you need to plan for, but that doesn’t
make the underground city all that different from an above ground one.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>Cost!<span style="mso-spacerun: yes;"> </span>Why would anyone build an underground city when
they could just live on the surface?<span style="mso-spacerun: yes;"> </span>Well,
we answered that one already - there is something down here they want badly enough.<span style="mso-spacerun: yes;"> </span>They want it so bad that they were willing to
go through the expense of building the city underground.<span style="mso-spacerun: yes;"> </span>So, it must be valuable.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>Why couldn’t
they live above ground and work below?<span style="mso-spacerun: yes;"> </span>Well,
we don’t know.<span style="mso-spacerun: yes;"> </span>That is something you may
need to answer for yourself.<span style="mso-spacerun: yes;"> </span>We believe that
it is too far to travel.<span style="mso-spacerun: yes;"> </span>Depending on how
long it takes to get to the work site, it may not be feasible to spend hours getting
to the digging site only to work an hour and then spend hours going home.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>Let’s ignore
“culture” as a question and mention why else:<span style="mso-spacerun: yes;">
</span>Maybe it’s dangerous out there.<span style="mso-spacerun: yes;"> </span>Maybe
dragons fly overhead and breath fire on above ground villages.<span style="mso-spacerun: yes;"> </span>This will have an impact on those friendly farmers
above ground who were trading with the underground city, but that might still be
surmountable.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>What if the
above ground world is dangerous to you?<span style="mso-spacerun: yes;"> </span>What
if you’re a vampire?<span style="mso-spacerun: yes;"> </span>What if simply stepping
out into the sun could kill you?<span style="mso-spacerun: yes;"> </span>Now, you
have to go below.<span style="mso-spacerun: yes;"> </span>OK, maybe you could live
in a stone house, but that isn’t as safe to you as living below ground where the
sun cannot accidentally get to you.<span style="mso-spacerun: yes;"> </span>Nothing
else changes.<span style="mso-spacerun: yes;"> </span>You still need to trade in
order to receive your food, but your reasoning for being below ground is different.<span style="mso-spacerun: yes;"> </span>But not fully.<span style="mso-spacerun: yes;"> </span>If you know you must live below ground - why not
live below ground where there is a valuable resource?</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>There is
more to this concept of the cost of building underground.<span style="mso-spacerun: yes;"> </span>What do you do with all the rubble?<span style="mso-spacerun: yes;"> </span>This isn’t really an issue, because we know from
Earth that major mines will often need to dump huge amounts of unwanted stone outside
of the mine.<span style="mso-spacerun: yes;"> </span>This might be an argument against
hugely long tunnels linking continents, because then it takes far too long to transport
the stone out of the tunnel, but for “mines” this is not a new problem, but instead
one that has been solved by man long ago.<span style="mso-spacerun: yes;">
</span>Still, you might want to have a massive gravel pile outside the mine to tell
folks you thought about this.<span style="mso-spacerun: yes;"> </span>It might even
look like an ant hill, depending on who’s doing the digging.</p>
<p class="MsoNormal"> Last one - Light.<span style="mso-spacerun: yes;"> </span>How do you see?<span style="mso-spacerun: yes;"> </span>OK, of all the FRPG reasons not to have an underground
city, this is the lamest!<span style="mso-spacerun: yes;"> </span>Doesn’t every race
but humans have some manner of see in the dark ability, at least they seem to in
that main die-20 game with all the editions!<span style="mso-spacerun: yes;">
</span>There are many ways to address lighting an underground city.<span style="mso-spacerun: yes;"> </span>There could be luminescent fungi, only slightly
science fiction.<span style="mso-spacerun: yes;"> </span>Use of torches, candles,
and lamps can be done.<span style="mso-spacerun: yes;"> </span>It might require a
bit more discussion of exhausting the bad air, but not much.<span style="mso-spacerun: yes;"> </span>It also requires more trade than just the food.<span style="mso-spacerun: yes;"> </span>Magical illuminations are expensive, but they
assumedly last forever.<span style="mso-spacerun: yes;"> </span>A couple of generations
underground and the city could easily be lit by these.<span style="mso-spacerun: yes;"> </span>Does your game have a continuous light spell?<span style="mso-spacerun: yes;"> </span>Maybe in addition to the other civil servants,
there is a spell caster (or several) who wander the city putting up these eternal
light spells.</p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>We think
all of this is pretty “low magic” for such a fantastical setting.<span style="mso-spacerun: yes;"> </span>We haven’t even suggested using purple worms to
dig the tunnels or elemental gnomes yet.<span style="mso-spacerun: yes;">
</span>While it is true that living underground has its costs, it only seems like
you have to put a short period of thought into handling the logistical issues and
then get started.<span style="mso-spacerun: yes;"> </span>But in explaining away
these logistical issues, you are not only developing the city and its culture, but
you might be figuring out what the next mission is, as the city might need some
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</p><p class="MsoNormal" style="mso-hyphenate: none;"><span style="mso-tab-count: 1;"> </span>Does
this kind of content interest you?<span style="mso-spacerun: yes;"> </span>If so,
we hope you will consider joining us in our Small Bites project or the full title
of How to Build Your Fantasy World in Small Bites!<span style="mso-spacerun: yes;"> </span>We continue to build our community of game masters
and world builders, and we would love to have you join us! </p>
<p class="MsoNormal"><span style="mso-tab-count: 1;"> </span>This post
was written as part of <a href="https://preview.drivethrurpg.com/en/product/474361/The-Depths-of-the-World-aka-All-About-A-Highest-Fantasy-Campaign" target="_blank">The Depths of the World aka All About A Highest FantasyCampaign</a>, the latest in our <b>Small Bites</b> editions.<span style="mso-spacerun: yes;"> </span>Each <b>Small Bites</b> book looks deeply at one
subject, a character archetype, a race/monster, a style of questing, or some other
role-playing/world building subject.<span style="mso-spacerun: yes;"> </span>This
one is a fully detailed campaign including extensive exploration of the “tunnel
world” far below the surface.<span style="mso-spacerun: yes;"> </span>But it is
never “just” a campaign!<span style="mso-spacerun: yes;"> </span>It contains
world building, game mastering, and a h<span style="font-size: small;">ost of other stuff!</span></p>
<p style="margin: 0in;"><span style="font-size: small;"><span> </span><span>We hope we’re getting you interested.<span> </span>If you want to see the World Walker edition for
<b>FREE!!</b> click the link above.<span> </span>The free World Walker edition contains 33 pages of content, while the full Game Masters’ edition
has 100 pages of content.<span> </span>Yeah, that's how we do things - promise 40 pages and deliver 100. If you want to
be efficient, just </span><a href="https://www.patreon.com/boardent"><span>click here</span></a><span class="MsoHyperlink"><span> </span></span><span>and join
us through Patreon to keep getting the full GMs’ editions every month!</span></span></p>
<p class="MsoNormal"> </p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-16575056105671541602022-12-13T08:00:00.006-06:002022-12-13T08:00:00.213-06:00World Building 330 - Repercussions<p><!--[if !mso]>
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</p><p class="MsoNormal">Maybe
you don’t get the reference in the title.<span style="mso-spacerun: yes;">
</span>This ain’t World Building 101!<span style="mso-spacerun: yes;"> </span>If
that’s what you’re looking for, there are countless guides out there on the
internet.</p>
<p class="MsoNormal">But if you’re
ready to move on to things that are more difficult to do than draw a map, name
and place cities, and possibly figure out where the elves live, you are in the
right place.<span style="mso-spacerun: yes;"> </span>We don’t focus on the most
beginner stuff, because both the folks at Board Enterprises and our customers
have been at this for some time.<span style="mso-spacerun: yes;"> </span>Most of
us have been at this for decades.<span style="mso-spacerun: yes;"> </span>World
Building 101 isn’t for us.</p>
<p class="MsoNormal">Publisher’s
Note:<span style="mso-spacerun: yes;"> </span><i style="mso-bidi-font-style: normal;">If WB 101 is for you, then please go find several of them, experiment,
learn, and then come back. <span style="mso-spacerun: yes;"> </span>Everybody
needs to start somewhere, but this article isn’t going to help you unless you
have a world that has already established the beginning pieces.</i></p>
<p class="MsoNormal">So, what
is it we wanted to talk about, now that we’ve scared all the youngsters
off?<span style="mso-spacerun: yes;"> </span>Repercussions! <span style="mso-spacerun: yes;"> </span>Everything in life has repercussions.<span style="mso-spacerun: yes;"> </span>This is also true of your game world.<span style="mso-spacerun: yes;"> </span>Every decision you make, every city you
place, every cultural note you jot down - they all have repercussions.<span style="mso-spacerun: yes;"> </span>But here’s the trick:<span style="mso-spacerun: yes;"> </span>That’s wonderful!</p>
<p class="MsoNormal">Here’s
why:<span style="mso-spacerun: yes;"> </span>Everything that you have figured
out for your world is going to naturally lead to other things. <span style="mso-spacerun: yes;"> </span>Let’s take what seems to be a reasonably
common FRPG world building decision:<span style="mso-spacerun: yes;">
</span>There are magical universities.<span style="mso-spacerun: yes;">
</span>Seems fairly normal in a game world, right?<span style="mso-spacerun: yes;"> </span>OK, but what are the ramifications?<span style="mso-spacerun: yes;"> </span>Let’s list out some of them:</p>
<ul style="margin-top: 0in;" type="disc"><li class="MsoNormal" style="mso-list: l0 level1 lfo1;">There needs to be support
industries for the school(s).<span style="mso-spacerun: yes;"> </span>How
do they get their books?<span style="mso-spacerun: yes;"> </span>Do they
need paper of some kind, and how is that done?<span style="mso-spacerun: yes;"> </span>Where do the students live while
attending school?</li><li class="MsoNormal" style="mso-list: l0 level1 lfo1;">What magic do they
teach?<span style="mso-spacerun: yes;"> </span>Are their individual schools
for different types of magic, or is there just one big school?<span style="mso-spacerun: yes;"> </span>If big, is it sub-divided into different
colleges or departments?</li><li class="MsoNormal" style="mso-list: l0 level1 lfo1;">Are there magics they don’t
teach?<span style="mso-spacerun: yes;"> </span>If so, why not?<span style="mso-spacerun: yes;"> </span>Are they banned?<span style="mso-spacerun: yes;"> </span>Are they so rare that there aren’t
enough teachers?<span style="mso-spacerun: yes;"> </span>Are they simply
not popular in this culture?</li><li class="MsoNormal" style="mso-list: l0 level1 lfo1;">What happens to the
dropouts?<span style="mso-spacerun: yes;"> </span>Some students won’t be
smart enough to cut it.<span style="mso-spacerun: yes;"> </span>What
happens to them?<span style="mso-spacerun: yes;"> </span>Some students
cannot afford it.<span style="mso-spacerun: yes;"> </span>What happens to
them?<span style="mso-spacerun: yes;"> </span>These should be two
completely different types of people.<span style="mso-spacerun: yes;">
</span>The flunkies probably cannot use magic but are not complete idiots
(one would assume).<span style="mso-spacerun: yes;"> </span>Meanwhile those
without the money to continue probably can use magic, but only know the
basics.<span style="mso-spacerun: yes;"> </span>Are these your adventuring
wizards?</li><li class="MsoNormal" style="mso-list: l0 level1 lfo1;">What do the graduates
do?<span style="mso-spacerun: yes;"> </span>Is there so much work for
battle mages that they can all go into the army or navy?<span style="mso-spacerun: yes;"> </span>Are they only learning battle magics?<span style="mso-spacerun: yes;"> </span>This typically is a game rules
issue.<span style="mso-spacerun: yes;"> </span>If 95% of the spells in the
rule book are there to harm others (OK, 90% cause damage and 5% heal it),
then wizards are only good for killing other folks.<span style="mso-spacerun: yes;"> </span>That has repercussions as well!</li></ul>
<p class="MsoNormal">
This is just the start, but
this is how we think you should be thinking.<span style="mso-spacerun: yes;">
</span>You put the dwarves there, why?<span style="mso-spacerun: yes;">
</span>Probably because there were mountains.<span style="mso-spacerun: yes;">
</span>And the elves went there because of the forests.<span style="mso-spacerun: yes;"> </span>OK, that’s actually fine, but there are going
to be these repercussions.<span style="mso-spacerun: yes;"> </span>Who are the
dwarves near?<span style="mso-spacerun: yes;"> </span>Do they have good
relations or are they typically at war?<span style="mso-spacerun: yes;">
</span>Whichever it is will have consequences.</p>
<p class="MsoNormal">You may
have placed a city on a major river because that makes good sense.<span style="mso-spacerun: yes;"> </span>Who is upriver and who is downriver?<span style="mso-spacerun: yes;"> </span>What consequences do these placements have?<span style="mso-spacerun: yes;"> </span>Trade probably goes in both directions, but
it is much easier when it flows downriver.<span style="mso-spacerun: yes;">
</span>What are these places trading with each other?<span style="mso-spacerun: yes;"> </span>If the cattle ranches are upriver, their
tanneries are going to cause problems for those downriver.<span style="mso-spacerun: yes;"> </span>Or did you think of that, and they drive the
cattle downriver to where you placed the tanneries?<span style="mso-spacerun: yes;"> </span>That has consequences too, because now the
cattle are roaming across certain areas.<span style="mso-spacerun: yes;">
</span>Has that caused issues with the local farmers?</p>
<p class="MsoNormal">Hopefully
you see what we’re doing.<span style="mso-spacerun: yes;"> </span>It is the
seemingly simple “take a step back” method.<span style="mso-spacerun: yes;">
</span>But this is incredibly difficult to do with something that you created
basically from nothing.<span style="mso-spacerun: yes;"> </span>It’s why even
seasoned authors leave plot holes.<span style="mso-spacerun: yes;">
</span>Looking at something you have created and thinking about it critically
is tough!<span style="mso-spacerun: yes;"> </span>But this isn’t bad criticism.</p>
<p class="MsoNormal">We
really want you to go into this with the thought of, “This is really cool, and
it is really shaping up.<span style="mso-spacerun: yes;"> </span>What can I do
next?”<span style="mso-spacerun: yes;"> </span>If you just go at it working to
create more, you will eventually burn out and get writer’s block.<span style="mso-spacerun: yes;"> </span>If you look at it from the angle of thinking
about certain aspects of what is already there and what is the next logical
step, it can be so much easier to continually grow your world.</p>
<p class="MsoNormal">But we
also want to warn you.<span style="mso-spacerun: yes;"> </span>This style of
looking at what you have created and then determining the logical repercussions
of those creations brings the risk of the mundane.<span style="mso-spacerun: yes;"> </span>When you think logically, you tend to come up
with non-fantastic, non-epic things.<span style="mso-spacerun: yes;"> </span>Too
many normal things in your fantasy world and it risks not seeming like a fantasy
world anymore.</p>
<p class="MsoNormal">When you
are thinking through the logic of it all, remember to focus on the magical
consequences too.<span style="mso-spacerun: yes;"> </span>If you have a major
city and they have therefore required the building of sewers, don’t just put in
sewers.<span style="mso-spacerun: yes;"> </span>Put in sewers filled with giant
rats and mutant alligators.<span style="mso-spacerun: yes;"> </span>Have the
sewers hide the entrance to a dungeon (OK, we really hate that trope, but ...)
or the temple of some death cult.<span style="mso-spacerun: yes;"> </span>Maybe
that’s the thing - They built the sewers (or more likely paved over something
to put the sewers underground) and it caused flooding beneath the city, right
into an old crypt where some vampires had lay dormant for centuries.</p>
<p class="MsoNormal"><a href="https://fletnern.fandom.com/wiki/World_of_Fletnern_Wiki" target="_blank">TheWorld of Fletnern</a> has often escaped being called mundane because it is seen as
being “gritty”.<span style="mso-spacerun: yes;"> </span>In too many ways it
might be a bit mundane because there has always been a focus on reasonableness
and economics.<span style="mso-spacerun: yes;"> </span>But when thinking of
reasonable things, we include plagues and war caused starvation.<span style="mso-spacerun: yes;"> </span>When thinking of economics, we make sure that
we also figure out the price of unicorn horns and magic swords.</p>
<p class="MsoNormal">It is
natural to look at our world and think of how items lead to each other based on
those aspects.<span style="mso-spacerun: yes;"> </span>What you need to do is
both - if this, then what, both in the mundane society and in the magical.<span style="mso-spacerun: yes;"> </span>The player characters live in both of those
worlds contained within your game world.<span style="mso-spacerun: yes;">
</span>They blend, and it’s up to you to make sure that it is both reasonable
and supernatural.<span style="mso-spacerun: yes;"> </span>That’s why this is WB
330 and not WB 101.<span style="font-size: small;"> </span></p><p class="MsoNormal"><span style="font-size: small;"> </span><span style="font-size: small;">
</span></p><p class="MsoNormal"><span style="font-size: small;">Does
this kind of content interest you?<span> </span>If so,
we hope you will consider joining us in our Small Bites project or the full title
of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game masters
and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This post
was written as part of <a href="https://www.drivethrurpg.com/product/419691/The-50th-Edition-aka-All-About-More-Miscellaneous-FRPG-Stuff">The
50<sup>th</sup> Edition aka All About More Miscellaneous FRPG Stuff</a>, the latest
in our <b>Small Bites</b> editions.<span> </span>Each
<b>Small Bites</b> book looks deeply at one subject, a character archetype, a race/monster,
a style of questing, or some other role-playing/world building subject.<span> </span>However, as an “anniversary” edition, this one
is more of a mishmash of items that didn’t quite fit one of our previous themes
closely enough and therefore didn’t get published in that book.<span> </span>This isn’t a “best of” edition!<span> </span>It’s a kitchen sink edition!</span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested.<span> </span>If you want to see the World Walker edition for
<b>FREE!!</b> click the link above.<span> </span>This
is a celebration issue, so this is effectively the full Game Masters’ edition
of 76 pages of content.<span> </span>If you want to
be efficient, just </span><a href="https://www.patreon.com/boardent"><span>click here</span></a><span class="MsoHyperlink"><span> </span></span><span>and join
us through Patreon to keep getting the full GMs’ editions every month!</span></span></p>
<p></p>
<p></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-44090506777116948542022-12-12T08:00:00.007-06:002022-12-12T08:00:00.221-06:00The Power of Women<p>Many
world builders, in trying to show a more “authentic” culture in their fantasy
worlds place women as being less important and wielding less power.<span style="mso-spacerun: yes;"> </span>There might be some exceptions, typically
warrior women, but by and large women at most strata of life will not wield power.
</p><p class="MsoNormal">We
consider this to be short-sighted and truly silly.<span style="mso-spacerun: yes;"> </span>Even assuming that the culture insists that
the rule of the land can only be passed through the male heirs, women have
always held a place in society, and frequently one of power.</p>
<p class="MsoNormal">
No, we have not just come
from our women’s study course.<span style="mso-spacerun: yes;"> </span>We are
simply trusting to history.<span style="mso-spacerun: yes;"> </span>Alexander
the Great’s mother Olympias ruled in his name while he was out on
campaign.<span style="mso-spacerun: yes;"> </span>Gorgo, wife of Leonidas of
Sparta, was famed for her intelligence, though she may not have been as
political as certain movies have suggested.<span style="mso-spacerun: yes;">
</span>Still, several accounts suggest she advised kings.<span style="mso-spacerun: yes;"> </span>You might see where we’re going with
this.<span style="mso-spacerun: yes;"> </span>Even in the manliest of cultures,
mothers, wives, mistresses, and sisters will often play the role of power
behind the throne.</p>
<p class="MsoNormal">But
holding to only that role is also too stereo-typical and honestly boring.<span style="mso-spacerun: yes;"> </span>By most accounts, we live in a patriarchal
society today.<span style="mso-spacerun: yes;"> </span>Do women have no
voice?<span style="mso-spacerun: yes;"> </span>no power?<span style="mso-spacerun: yes;"> </span>Think about the kids you knew growing
up.<span style="mso-spacerun: yes;"> </span>Chances are, at least one of their
mothers was mean.<span style="mso-spacerun: yes;"> </span>You know what we’re
talking about!<span style="mso-spacerun: yes;"> </span>In different eras she
might have been called a hellcat, a shrew, a bitch or whatever, but she ruled
her house.<span style="mso-spacerun: yes;"> </span>Dad might have brought home
the paychecks, but Mom laid down the law.<span style="mso-spacerun: yes;">
</span>There was no “Just wait until your father gets home” in that house.</p>
<p class="MsoNormal">Do women
like this hold power?<span style="mso-spacerun: yes;"> </span>Hell yeah!<span style="mso-spacerun: yes;"> </span>And they aren’t all that uncommon
either.<span style="mso-spacerun: yes;"> </span>Some might hide their authority
better, but many don’t see a reason to.<span style="mso-spacerun: yes;">
</span>And just as these women likely rule homes, they rule businesses too.<span style="mso-spacerun: yes;"> </span>Check in to the quaint inn in the small town
and the mild innkeeper will happily get you a room and have his staff get you
seated in the restaurant area.<span style="mso-spacerun: yes;"> </span>He’s a
pleasant chap, and all smiles and service.<span style="mso-spacerun: yes;">
</span>But while you’re eating, you hear the true authority in the inn
bellowing from the kitchen.<span style="mso-spacerun: yes;"> </span>The
innkeeper’s wife is She Who Must Be Obeyed, and from the tone of the
conversation, she is!</p>
<p class="MsoNormal">Admittedly,
these are stereo-types, but simply by the fact that these stereo-types exist,
seems to show that not all women are meek and sheltered housewives never let
out the door.<span style="mso-spacerun: yes;"> </span>There will undoubtedly be
some of those, but it won’t be all of them.<span style="mso-spacerun: yes;">
</span>We do want to leave you with one last idea here.</p>
<p class="MsoNormal">We
assume that every character, whether PC or NPC, has a mother.<span style="mso-spacerun: yes;"> </span>Most of them will have known her, though a
small percentage may have lost their mothers early on.<span style="mso-spacerun: yes;"> </span>How much influence did Mother have on her
children?<span style="mso-spacerun: yes;"> </span>The mere assumption that mothers
hold no power in any society ignores the fact that mothers influence their
children, to a great degree.<span style="mso-spacerun: yes;"> </span>They teach
them the fundamentals of culture and society, and often most of the basic life
skills as well.</p>
<p class="MsoNormal">It is
not the goal of this article to have you foster a women’s liberation movement
in your game world.<span style="mso-spacerun: yes;"> </span>In truth, the vast
majority of women in your fantasy world are far too busy raising children,
helping on the farm or business, managing the household, and being wives to be
bothered with ideas like that.<span style="mso-spacerun: yes;"> </span>They aren’t
looking for high ideals, though they might appreciate a bit of help cleaning up
after dinner.</p><p class="MsoNormal"> </p><p class="MsoNormal"><span style="font-size: small;">Does
this kind of content interest you?<span> </span>If so,
we hope you will consider joining us in our Small Bites project or the full title
of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game masters
and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This post
was written as part of <a href="https://www.drivethrurpg.com/product/419691/The-50th-Edition-aka-All-About-More-Miscellaneous-FRPG-Stuff">The
50<sup>th</sup> Edition aka All About More Miscellaneous FRPG Stuff</a>, the latest
in our <b>Small Bites</b> editions.<span> </span>Each
<b>Small Bites</b> book looks deeply at one subject, a character archetype, a race/monster,
a style of questing, or some other role-playing/world building subject.<span> </span>However, as an “anniversary” edition, this one
is more of a mishmash of items that didn’t quite fit one of our previous themes
closely enough and therefore didn’t get published in that book.<span> </span>This isn’t a “best of” edition!<span> </span>It’s a kitchen sink edition!</span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested.<span> </span>If you want to see the World Walker edition for
<b>FREE!!</b> click the link above.<span> </span>This
is a celebration issue, so this is effectively the full Game Masters’ edition
of 76 pages of content.<span> </span>If you want to
be efficient, just </span><a href="https://www.patreon.com/boardent"><span>click here</span></a><span class="MsoHyperlink"><span> </span></span><span>and join
us through Patreon to keep getting the full GMs’ editions every month!</span></span></p>
<p></p>
<p></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-2154894559187848372022-09-16T06:00:00.002-05:002022-09-16T06:00:00.235-05:00Vanishing Armies<p>The concept of “vanishing armies” is rooted in the crap history we were taught in school vs. the far more accurate history we’ve learned as adults. On this one, the main example is that we were told the South was defeated in Atlanta and there were no soldiers left to prevent Sherman from marching to Savannah. <br /><br />Well, now I live in Tennessee, and the folks here know that wasn’t true. The Army of Tennessee, after being defeated at Atlanta, marched northwest to Nashville, hoping to foul up Sherman’s supply lines. OK, they didn’t fair too well in doing it, being soundly defeated in Franklin and then crushed trying to lay siege to Nashville, but the important point is that that army still existed. They were still a threat. They didn’t simply vanish.<br /><br />Let’s take something a little more “period” - the Hundred Years War. During the 100YW, there were frequent periods of truce. During the truces, the soldiers were often “fired” / let go because they weren’t needed. Some of these soldiers were left behind in countries that were not their home and didn’t have the means by which to return. In any case, they either gravitated towards brigandry, or they formed into mercenary companies, often fighting for the various Italian city states. This was a normal course of the war(s), and when the truces ended, many of them returned to their country’s side and started fighting again. It is crazy to me that this was “normal”, but it does make sense. Not only that, but I truly believe this was the origin of the whole idea of “adventuring”. Just an opinion, no real historic fact for that one.<br /><br />These “vanished” armies make for perfect adventuring party enemies. Maybe they’ve gone rogue and are raiding the region or they’ve gone over to the other side and are now fighting as mercenaries. In either case, they are exactly the kind of group GMs should be sending the party to go “take care of”. So, at the very least, we’ve just given you next week’s bad guys.
</p><p class="MsoNormal"> </p>
<p class="MsoNormal"><span style="font-size: small;">Does
this kind of content interest you?<span> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This
post was written as part of <b><a href="https://www.drivethrurpg.com/product/409841/The-Legions-of-Garnock-aka-All-About-Fantasy-Military-Superpowers">The
Legions of Garnock aka All About Fantasy Military Superpowers</a></b>, the
latest in our <b>Small Bites</b> editions. <span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one is showcasing one of the most powerful militaries and how they
handle their strategies and their various equipment load outs, as well as artillery,
armor, officers, and a whole bunch of other things that might give you great
ideas for your campaign. </span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click the link
here. If we’ve hooked you and you want to get the full 93 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-81851765000510847472022-09-14T06:00:00.002-05:002022-09-14T06:00:00.227-05:00The Right Army for the Job<p>Too often in FRPG we have characters that can do it all. The warrior steps up and whether fighting an army of goblins, a dragon or a god, he does everything in exactly the same fashion. As with most FRPG elements, I think that is way too simplistic. You have to use the right army for the right job!<br /><br />Being able to do this requires something of the PCs - They must know their enemy. If your archer goes out and spends all his money on the greatest armor piercing arrows available and then faces bare-chested barbarians, then he has wasted his money! You have to know what you’re going up against if you want to be properly prepared. We’ll be flipping back and forth between how this affects adventurers and armies, because the lessons are the same: Don’t bring a catapult to a knife fight.<br /><br />Depending on your rules, this will change from game world to game world, but there are some clear answers: If you are going up against fire breathing creatures, get some anti-fire magic. Does your world allow that on an army scale? If you are facing armor, you probably want piercing weapons. (We hope your rules at least cover that much!) If you know you are facing a major arrow volley - try to get troops who can use their shields to the best effect (like a turtle formation). If facing cavalry charges, get some pike men. Many of these things are fairly universal having been practiced on Earth for at least a thousand years.<br /><br />But this is high fantasy! We have to be able to go farther. If facing heavily armored enemies, do you have something that could eliminate their armor instead of just bypassing it? Do rust monsters exist, and if so, can they survive being catapulted into the enemy? Is there a lower level spell that will heat up the armor or increase its weight? We assume that high level spells cannot be cast in army numbers but having a larger number of low level spell casters should be possible. This doesn’t have to be completely high fantasy either. In the Battle of Agincourt, the longbowmen famously took out the horses and forced the heavy armored knights to try and slog through the mud. Not exactly a heavy use of magic there.<br /><br />The point of this is to get you (and the players) thinking of how to use certain troops most effectively instead of just using the same tactics every single time. Sure, there are tactics that almost always make sense, but there are trickier ways of doing things. Do you have dwarven sappers who can effectively mine under walls or into the enemy camp? Do you have elven archers who can run through a forest’s canopy staying out of the reach of the enemy spearmen? Do you have a ram built for troll-sized soldiers? But on the other side of things - make your players see how difficult the elven archers are to get into melee and have them use their own tactics to get into the elven camp(s) to minimize those advantages. Troops with specific uses are really powerful when used properly; maybe the goal is to force them to be used improperly.
</p><p class="MsoNormal"> </p>
<p class="MsoNormal"><span style="font-size: small;">Does
this kind of content interest you?<span> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This
post was written as part of <b><a href="https://www.drivethrurpg.com/product/409841/The-Legions-of-Garnock-aka-All-About-Fantasy-Military-Superpowers">The
Legions of Garnock aka All About Fantasy Military Superpowers</a></b>, the
latest in our <b>Small Bites</b> editions. <span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one is showcasing one of the most powerful militaries and how they
handle their strategies and their various equipment load outs, as well as artillery,
armor, officers, and a whole bunch of other things that might give you great
ideas for your campaign. </span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click the link
here. If we’ve hooked you and you want to get the full 93 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-6385682815896854252022-09-13T12:00:00.006-05:002022-09-13T12:00:00.210-05:00Armies - and their mercenary bands<p>We’ve touched on this before, but the size of the standing armies in Fletnern is woefully small. The reason? An army doing nothing but standing guard is a huge drain on the community.<br /><br />So how big are the armies? Well, in theory, Garnock’s army is 60,000 soldiers strong. That’s for a city with a population of roughly half a million (not including the vast farming regions around the city). Brinston’s army is far smaller, but they do have an extensive navy. Still, full numbers of their military personnel are in the 18,000 range for a city of maybe 800K citizens (not including farmlands). Now this one does not include the armed and armored civilian policing units who often find themselves going to war when the army does. But honestly - that’s not important.<br /><br />What? Knowing the size of an army isn’t important? Nope! Not in the least! What matters is how many soldiers you can get to go attack someone else or how many you can get to defend your lands. Attackers are tough to come by. Defenders are relatively easy.<br /><br />Let’s take the Wembic Empire for example. Emperor Baratock has bragged that he has a million soldiers, and he might! But even he cannot field an army of 1,000,000. First off, he doesn’t trust anyone. If he leaves with the army, he has no idea if there will be a throne for him to come back to. He also needs to leave guys at home to guard the borders, so someone doesn’t take advantage of his absent army. He also has a lot of guys who aren’t loyal enough - they may show up for the march to war, but they’ll be lost in the tree line before they get to the battle. Lastly, if he wants these guys to go to war, he needs to pay them. Now Baratock probably doesn’t need to do more than feed them while they are in the field (still an incredible effort), but he needs to offer them a chance to loot enough stuff that will compensate them for leaving their homes. Prizes that big are few and far between.<br /><br />Speaking of prizes - remember how the Roman Empire compensated its soldiers? Typically, it was something like: twenty years of service and we’ll give you 50 acres in a land that you just helped conquer, so expect constant attacks. During the 20 years of service, it was more along the lines of: how many slaves can you capture? So, if you have an aggressive force of soldiers out in the field, how are they being compensated? Soldiers may accept that they are paid a certain wage, but if that wage is similar to what a clerk or craftsman (or anyone else who is not risking their life) makes, the soldier is going to expect something more.<br /><br />That “more” matters! Both to the soldier and to the world economy. If there are soldiers capturing slaves, then the cost of slaves is going to stay low. But you have to factor the idea of slaves being sold in large numbers and then being shipped around the world. If you bring 800 slaves into a community of 4,000 people, there is going to be an impact on the culture of that community.<!--[if gte mso 9]><xml>
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Name="List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 5"/>
<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Closing"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Signature"/>
<w:LsdException Locked="false" Priority="1" SemiHidden="true"
UnhideWhenUsed="true" Name="Default Paragraph Font"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
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<p class="MsoNormal"><span style="font-size: small;">Does
this kind of content interest you?<span> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This
post was written as part of <b><a href="https://www.drivethrurpg.com/product/409841/The-Legions-of-Garnock-aka-All-About-Fantasy-Military-Superpowers">The
Legions of Garnock aka All About Fantasy Military Superpowers</a></b>, the
latest in our <b>Small Bites</b> editions. <span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one is showcasing one of the most powerful militaries and how they
handle their strategies and their various equipment load outs, as well as artillery,
armor, officers, and a whole bunch of other things that might give you great
ideas for your campaign. </span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click the link
here. If we’ve hooked you and you want to get the full 93 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
<p></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-11031330970725672872022-09-12T05:00:00.006-05:002022-09-12T05:00:00.212-05:00 Mercenaries and their bands<p>In some of the more recent fantasy novels, a guy goes and borrows money from a bank and then goes off and hires 3,000 mercenaries. That strikes me as asinine. 3K mercs were just sitting around somewhere, got off their duffs and came to fight? Now some of these stories might try to explain why these guys were able to do this (they were done with the war they were fighting, they deserted, or something else), but unless this movement of 3K soldiers makes an enormous change to the politics of the world, it cannot happen.<br /><br />How do I handle it in Fletnern? Mercenary companies in Fletnern hire out in the dozens, not thousands. More commonly, there are recruiters who know where to find large numbers (still dozens, maybe up to 200) soldiers that would be willing to sign up as mercs if the pay was right. These guys are scattered all over a region or major city, so assembling them takes some time. It is the recruiters who make sure they all show up at the right time and with generally the right equipment (for which the recruiter gets a tidy sum of money!). Some might see these recruiters as mercenary captains, and sometimes they are.<br /><br />What were these mercenaries doing in the off months? All sorts of jobs: guarding buildings or caravans (which means they may not be in the region you wanted them to be), bouncing at bars, trying to farm, or just about anything else. They were NOT sitting around in their armor waiting for a job to come up. For those companies that stay together, it is a constant struggle for them to get enough work to keep the company from falling into debt. If you only work four months out of the year, you need to make three times as much as the other guys to pay for your time off. So, OK, maybe mercenaries do make three times as much as a regular soldier but lining up four months of work out of the year is tough to do.<br /><br />I think the main issue here is that too often novelists think it is really cool to talk about 40,000 soldiers going to battle against 35,000 soldiers. They think that if they can make the battle sound huge enough, you’ll believe it was epic. But also, if they talk about it in thousands, you aren’t going to ask what happened to individual guys on the battlefield. They can give you the action at a 10,000’ view and you forget that war is a dirty, muddy business where people get maimed. Sorry if I missed the romance this time.<br /><br />I think JRRT did it right. The Riders of Rohan were a muster - a militia of trained men who did other things and showed up for battle when the king called them together. If you want to raise a major army in Fletnern, you pretty much have to do that - get a whole bunch of “kings” to gather their people (few of whom are professional soldiers) and have them all fight together. Hopefully, you do find militias that actually know how to fight.</p><p> </p><p></p><p><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal"><span style="font-size: small;">Does
this kind of content interest you?<span> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This
post was written as part of <b><a href="https://www.drivethrurpg.com/product/409841/The-Legions-of-Garnock-aka-All-About-Fantasy-Military-Superpowers">The
Legions of Garnock aka All About Fantasy Military Superpowers</a></b>, the
latest in our <b>Small Bites</b> editions. <span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one is showcasing one of the most powerful militaries and how they
handle their strategies and their various equipment load outs, as well as artillery,
armor, officers, and a whole bunch of other things that might give you great
ideas for your campaign. </span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click the link
here. If we’ve hooked you and you want to get the full 93 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span><br /></p><p></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-17291562083237689662022-09-11T18:00:00.004-05:002022-09-11T18:00:00.201-05:00Developing Interesting Historic Battles<p>There is a difficult issue that arises whenever you are trying to game master a major battle in a role-playing game. Hopefully, your rules are such that the player characters cannot simply slaughter thousands of enemy troops, but how are you going to make the party important in the battle - after all the player characters are really the center of the world, at least to the people you are interacting with.<br /><br />This is difficult, because you don’t want to make it as though four to eight people can affect the outcome of a major war. That would make the enemy either stupid or incredibly weak, and there doesn’t seem to be much justification for making them either. So, where’s the balance?<br /><br />The balance comes in using some of history’s craziest tactics. How can you do that? Watch videos! No really, watch youtube or whatever your favorite video site is. Search on something like “top ten craziest tactics” or “top ten battles won in odd ways”. These are out there for you to find and in addition to being interesting (since we know you are into battles or you probably wouldn’t be playing role-playing games), they can give you ideas that you need.<br /><br />Now Fletnern is NOT Earth! There are no 60K on 45K battles. Garnock has the largest (human) army, and they only have about 65K guys. Some of them have to stay home and guard the walls. So, you are probably going to be starting by reducing the overall number of folks on both sides. That helps your PCs quite a bit.<br /><br />Now you have to make that crazy idea work for your campaign. I like to have the PCs working with a team of NPCs, maybe a platoon of soldiers led by a maverick young officer. This allows for a couple of things. If the enemy should be hitting and killing lots of people, they have the platoon to kill instead of your PCs. No, it’s not fair, but I prefer not to kill PCs just because they are in a huge battle. Perhaps more importantly, if the PCs don’t come up with a cool idea, the young officer can.<br /><br />But can you really steal these ideas? Maybe. Some of them don’t work. Most ideas having to do with tanks might work by replacing the tanks with knights, but because of the gun issue (knights typically don’t have range bombarding capabilities) this won’t often work. Some of the ancient battles, especially when Alexander the Great fakes someone out will work. Yes, sometimes using modern tactics can work, but the idea of letting your PCs use something that the great generals could have thought of but never bothered to isn’t very likely. That’s where the young officer can come in. He can spot something special about the terrain that the PCs didn’t catch and offer some crazy idea that might just work.<br /><br />I still don’t think you have the party and the platoon slaughter thousands, but they might be able to stop 400 enemy soldiers from sneaking through a pass that allows them to get behind the main army and thus save the day, even if no one really knows they did. They can distract and thus misplace huge numbers of the enemy by leading them on a goose chase. (That seems to have been a Mongol tactic when tied to run, fire, run again.)<br /><br />The point is - You don’t always have to come up with everything yourself. Using things that actually happened #1 means it could work and #2 eases the stress on your brain - at least a bit. We’re always trying to give you idea sparks; sometimes we need to give you ideas about where to find your sparks.</p><p></p><p><!--[if gte mso 9]><xml>
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<p class="MsoNormal"><span style="font-size: small;">Does
this kind of content interest you?<span> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This
post was written as part of <b><a href="https://www.drivethrurpg.com/product/409841/The-Legions-of-Garnock-aka-All-About-Fantasy-Military-Superpowers">The
Legions of Garnock aka All About Fantasy Military Superpowers</a></b>, the
latest in our <b>Small Bites</b> editions. <span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one is showcasing one of the most powerful militaries and how they
handle their strategies and their various equipment load outs, as well as artillery,
armor, officers, and a whole bunch of other things that might give you great
ideas for your campaign. </span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click the link
here. If we’ve hooked you and you want to get the full 93 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p><span style="font-size: small;"> </span><br /><p></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-47630109988346954952022-07-18T12:00:00.003-05:002022-07-18T12:00:00.207-05:00How to Steal Ideas and Not Get Caught<p> We have long advocated for a style we call Make It Your Own. We know that as game masters and world builders, you get the sparks of ideas from all sorts of places and then incorporate them into your world. The trick is not making it obvious about where the ideas come from. More importantly, by the time you are finished making it your own, you will know it and remember it far better because it is your own.<br /><br />You may or may not believe this, but the following mission idea is based on Smokey and the Bandit. What’s the real plot of that movie? These guys are bootlegging - a major crime. In order to get away with it, they have a guy who’s job it to be the distraction. He’s speeding, a tiny crime when compared to illegally transporting alcohol. (Remember the good old days when they kept that crap in cans on the other side of the Mississippi?) But he is committing his little crime so “loudly” that he is attracting all the attention and keeping the police away from the far bigger crime being committed by Snowman.<br /><br />Cat and mouse is not all that original an idea for a mission, but we think we can turn this into something cool! So, we’re in the middle of a war. We’re going to use the Elf Dwarf War for an example. The dwarves have been pushing their way through the Slyvanian Forest. The dwarves were losing in the early stages of the war. The elves were in their element and were easily picking off dwarven soldiers from behind trees. The dwarves need to retreat before they get slaughtered. But they can’t because the elves are pressing them too hard.<br /><br />So, time to bring in the “Bandit” to distract the elves while the main army (what counts) gets out of the forest. Admittedly, this is not a light-hearted, funny adventure, but instead something really dark. That actually helps, because even though the movie was the spark of the idea, the players are not going to equate this mission with Burt Reynolds.<br /><br />The party is brought in to be the distraction. They are going to race around the woodlands finding small elven villages and lighting them on fire. A risk that big is going to bring every elven soldier in the region to help put out the fire and save the villagers. By the time they get that one out, the party should have started another in a different spot - leading the elves away from the retreating dwarves. If they can trick the elves into thinking that the dwarves are retreating in the other direction (the direction of the fires) all the better!<br /><br />Just like in the movie, Bandit never expected he would have one enemy willing to follow him far out of their jurisdiction, so how do we put Frog in here (the motivation)? At the second village, the distraction party discovers that the elves have dwarven slaves. Maybe they are slaves or prisoners of war or possibly dwarven criminals (at least in the eyes of the elves). This is good, because it will slow the distraction party down because they now have non-adventurers tagging along. But the former captives know things that are of benefit to the party. And come on - You can’t leave them behind!<br /><br />So, whether we replace Buford T. Justice with an angry elven lord who just lost his slave work force or with an elven commando who has been dying for the chance to stop training soldiers and go out hunting dwarves, there is someone willing to pursue the party across the entire forest if necessary. They may have only counted on the locals being after them, then giving up the chase to go attend to the fires, but now they have a true enemy hunting them. Hey, why not have both - the psycho assassin and the slave owner? The assassin is a sniper, so he will be very difficult to spot and kill, making him last much longer. The slave owner will have a lot of guys, allowing for a bigger battle when they eventually lock horns.<br /><br />Few players are familiar with their characters being chased. They are typically the aggressors and on offense. This should be a whole new aspect of gaming for them, something new. There is nothing “dungeon” about this one, nor does it feel anything like a more standard wilderness exploration adventure.<br /> <!--[if gte mso 9]><xml>
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Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 6"/>
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</p><p class="MsoNormal">This post was written as part of the recently released <b>Horror
in the House of Mystique aka All About Non-Standard Adventures</b>, the latest
in our <b>Small Bites</b> editions.<span style="mso-spacerun: yes;"> </span>Each
<b>Small Bites</b> book looks deeply at one subject, a character archetype, a
race/monster, a style of questing, or some other role-playing/world building
subject.<span style="mso-spacerun: yes;"> </span>This one details everything
having to do with those monsters that are typically huge, super strong, but
also not so bright, and how this will affect their actions and tactics, as well
as other game mastering tricks, but within a fully defined mission showing both
the stats for point-based characters (like in <b>Legend Quest</b>) and
class-based characters like in most of the die-20 games.</p>
<p class="MsoNormal">We hope we’re getting you interested. If you want to
see the World Walker edition for <b>FREE!!</b><a href="https://www.drivethrurpg.com/product/403207/Horror-in-the-House-of-Mystique-aka-All-About-NonStandard-Adventures--World-Walkers-edition" target="_blank"> click the link here</a>.<span style="mso-spacerun: yes;"> </span>If we’ve hooked you and you want to get the
full 61 pages of content in the Game Masters’ edition, <a href="https://www.drivethrurpg.com/product/403203/Horror-in-the-House-of-Mystique-aka-All-About-NonStandard-Adventures--Game-Masters-edition" target="_blank">click here</a>.</p>
<p></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-17962213147088488422022-07-17T18:00:00.007-05:002022-07-17T18:34:07.269-05:00Why Shadowrun Sucked<p> Let’s get something established right away. When we are talking about Shadowrun, we mean the first edition (first two editions?). We haven’t so much as looked at a Shadowrun product in a couple of decades. Maybe they fixed some of this, but they probably didn’t. Someone besides FASA owns it now, and we wish them the best of luck, if somewhat half-heartedly.<br /><br />But here’s what sucked: There were two aspects of the game that broke the golden rule of RPGs: Don’t split the party! Deckers could hack their way through the matrix, and mages could astral project. While they were doing this, anyone who wasn’t a decker or a mage couldn’t follow, couldn’t participate, typically couldn’t even watch.<br /><br />The problem was that hacking your way through the matrix was pretty cool. It was a major part of the game. In a lot of situations, you might have needed to have the decker(s) handle the hacking piece in order to move to the next stage of the adventure. What do the rest of the players do while the decker is handling things inside the internet? They sit around bored, that’s what they do. Use of the astral plane was far less often, but if used, the exact same thing happened - most of them sat around bored.<br /><br />It is important as a GM to keep the players involved and entertained. Having the majority of them sitting around while someone else is “adventuring” isn’t why they came. If that was what they wanted, they could watch that on the internet performed by people who do funny voices.<br /><br />As cool as running through the matrix can be, it should be something the party can share. Establishing a non-standard adventuring site like this is exactly what we want to encourage, but not when only a small part of the party can participate. The same can often be true when trying to run adventures in dreams or some of the other strange places. While we are going to continue to encourage all GMs to use non-standard adventures, only use ones that all of the player characters can participate in.</p><p> </p><p><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">This post was written as part of the recently released <b>Horror
in the House of Mystique aka All About Non-Standard Adventures</b>, the latest
in our <b>Small Bites</b> editions.<span style="mso-spacerun: yes;"> </span>Each
<b>Small Bites</b> book looks deeply at one subject, a character archetype, a
race/monster, a style of questing, or some other role-playing/world building
subject.<span style="mso-spacerun: yes;"> </span>This one details everything
having to do with those monsters that are typically huge, super strong, but
also not so bright, and how this will affect their actions and tactics, as well
as other game mastering tricks, but within a fully defined mission showing both
the stats for point-based characters (like in <b>Legend Quest</b>) and
class-based characters like in most of the die-20 games.</p>
<p class="MsoNormal">We hope we’re getting you interested. If you want to
see the World Walker edition for <b>FREE!!</b><a href="https://www.drivethrurpg.com/product/403207/Horror-in-the-House-of-Mystique-aka-All-About-NonStandard-Adventures--World-Walkers-edition" target="_blank"> click the link here</a>.<span style="mso-spacerun: yes;"> </span>If we’ve hooked you and you want to get the
full 61 pages of content in the Game Masters’ edition, <a href="https://www.drivethrurpg.com/product/403203/Horror-in-the-House-of-Mystique-aka-All-About-NonStandard-Adventures--Game-Masters-edition" target="_blank">click here</a>.</p>
<p></p><p> </p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-53995605330157956842022-06-20T20:00:00.008-05:002022-06-20T20:00:00.213-05:00Alchemy Noobs<p class="MsoNormal"> I often
like to cross-genres for my fantasy campaigns, and one of the easiest I think
is for the alchemists.<span style="mso-spacerun: yes;"> </span>Who do you think
becomes alchemists?<span style="mso-spacerun: yes;"> </span>Not the hard working
farm kids trying to grow enough food for their families.<span style="mso-spacerun: yes;"> </span>Not the soldier’s kid who is raised in an
athletic and military environment.<span style="mso-spacerun: yes;"> </span>Even
the adventuring mages have more physical power than the alchemist who sits at
home and plays with his chemistry set.<span style="mso-spacerun: yes;">
</span>By all accounts, these should be the ultimate geeks, sitting in the
basement making healing potions.</p>
<p class="MsoNormal">So, when
it comes to alchemists developing new products, I like to think geek when I’m
doing this.<span style="mso-spacerun: yes;"> </span>What do I mean?<span style="mso-spacerun: yes;"> </span>Well, I see alchemy as a great way to invent
new monsters.<span style="mso-spacerun: yes;"> </span>We’ll get into the
chimeras at some point in the future, but just because an alchemist thought it
would be a great idea for a guardian for his lab, doesn’t mean it has to make
sense.<span style="mso-spacerun: yes;"> </span>This is where I cross-genres -
Think of all the really stupid superheroes you have seen and assume that some
alchemist would have thought they were a good idea.</p>
<p class="MsoNormal"><br clear="ALL" style="mso-ignore: vglayout;" />
How about bouncy ball
golems - hard rubber balls that throw themselves at the enemy and then bounce
back.<span style="mso-spacerun: yes;"> </span>Or the super stretchy halfling -
able to become a full 6’ tall when he wants to, though still incredibly thin
and not very strong.<span style="mso-spacerun: yes;"> </span>How about deranged
poisonous bats?<span style="mso-spacerun: yes;"> </span>Ok, that one might have
some promise, if they weren’t so insane that they would attack each other.<span style="mso-spacerun: yes;"> </span>The point is - not every enemy your players
come up against is going to be a brilliant strategist.<span style="mso-spacerun: yes;"> </span>Some of them are going to be loony.<span style="mso-spacerun: yes;"> </span>You can play that for comic relief, but you
can still make it dangerous.<span style="mso-spacerun: yes;"> </span>Take our
first two for example.<span style="mso-spacerun: yes;"> </span>As the party is
fighting them off, the stretchy halflings start to form together.<span style="mso-spacerun: yes;"> </span>Put six of them together, and now you have a
stretchy giant with some real power.<span style="mso-spacerun: yes;"> </span>Or
perhaps they start using their arms as slingshots and catapulting the bouncy
balls at the party with some real force behind them.<span style="mso-spacerun: yes;"> </span>Or both!</p>
<p class="MsoNormal">This is
a game!<span style="mso-spacerun: yes;"> </span>Games are supposed to be
fun!<span style="mso-spacerun: yes;"> </span>Fun often consists of laughing at
the unexpected.<span style="mso-spacerun: yes;"> </span>But just as the party
starts laughing at their enemies, then the giant shows up with the
slingshot-ers and it becomes a real fight.<span style="mso-spacerun: yes;">
</span>You know what?<span style="mso-spacerun: yes;"> </span>That’s a fight
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</p><p class="MsoNormal" style="mso-hyphenate: none;">Does
this kind of content interest you?<span style="mso-spacerun: yes;"> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span style="mso-spacerun: yes;"> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </p>
<p class="MsoNormal">This
post was written as part of <b>The River of Youth aka Potion Making 4 Noobs aka
All About Magical Ingredients & Alchemical Health</b>, the latest in our <b>Small
Bites</b> editions.<span style="mso-spacerun: yes;"> </span>(These book titles
just seem to keep getting longer!) <span style="mso-spacerun: yes;"> </span>Each <b>Small
Bites</b> book looks deeply at one subject, a character archetype, a
race/monster, a style of questing, or some other role-playing/world building
subject.<span style="mso-spacerun: yes;"> </span>This one is showcasing all the
ingredients and components used in that really popular book’s spell casting, as
w<span style="font-size: small;">ell as alchemy and how it can be used for the health and wellbeing of the
fantasy community. </span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click <a href="https://www.drivethrurpg.com/product/400085/The-River-of-Youth-aka-All-About-Magical-Ingredients--Alchemical-Health" target="_blank">the link here</a>. If we’ve hooked you and you want to get the full 78 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-77585487883124839022022-06-19T20:00:00.002-05:002022-06-19T20:00:00.208-05:00Absent Minded Enchanters<p> <!--[if !mso]>
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</p><p class="MsoNormal">I think
we all know the trope of the absent minded professor, right?<span style="mso-spacerun: yes;"> </span>Brilliant guy, cutting edge thinker on some
new technology (even if it is flubber), respected but only by those who don’t
know him.<span style="mso-spacerun: yes;"> </span>Because he’s absent
minded.<span style="mso-spacerun: yes;"> </span>He’s thinking about the future
and unheard of technologies and is too lost in those thoughts to remember to
put his pants on before he drives to work.<span style="mso-spacerun: yes;">
</span>He never gets married, because he gets so caught up in his work that he
forgets to meet his girlfriend for their planned dates, and then she goes on to
marry the villain.</p>
<p class="MsoNormal">OK, so I
think there really is or at least was something to this.<span style="mso-spacerun: yes;"> </span>I believe that all creative people in the
world (now and historically) would likely be classified as ADHD.<span style="mso-spacerun: yes;"> </span>Even if I’m wrong (I’m not, but just in
case), it is common.<span style="mso-spacerun: yes;"> </span>The same things
that make some of us considered ADHD are the things that make us most
creative.<span style="mso-spacerun: yes;"> </span>That’s why teachers hate ADHD
- because they don’t have it and they have no creativity.<span style="mso-spacerun: yes;"> </span>OK, not <u>all</u> teachers, but a sizable
portion of them - the ones who prefer teachers’ unions.<span style="mso-spacerun: yes;"> </span>(<--joke - sort of)</p>
<p class="MsoNormal">
Let’s just forget about
what may or may not be real and get back into the fantasy!<span style="mso-spacerun: yes;"> </span>I think the absent minded professor works
great in a fantasy game - for an absent minded enchanter or alchemist (or
herbalist, etc.).<span style="mso-spacerun: yes;"> </span>Here is a guy who has
such a control of magic that he is able to instill it into objects where it
will stay forever.<span style="mso-spacerun: yes;"> </span>Is this guy really
thinking, gee I should put down this super powerful wand and go eat lunch now?<span style="mso-spacerun: yes;"> </span>Of course not.<span style="mso-spacerun: yes;"> </span>He’s too busy and too involved in what he’s
doing to waste time thinking about lunch, or where he put his spectacles (they’re
on his head), or if he let the cat back in, or if he’s wearing his pjs to work.</p>
<p class="MsoNormal">Why?<span style="mso-spacerun: yes;"> </span>Because it’s funny!<span style="mso-spacerun: yes;"> </span>Because it’s memorable.<span style="mso-spacerun: yes;"> </span>If the players ask you where they can buy an
enchanted sword and you say 1,200 coins please, they will get nothing out of
the interaction, except thinking that a magical sword is boring.<span style="mso-spacerun: yes;"> </span>But if they ask and you say, well, Kaazar
Cquoatle has an enchanting shop on River Street, but the kids all call him
Crazy Kook, suddenly they’re interested again.<span style="mso-spacerun: yes;">
</span>Now they want to meet Crazy Kook.<span style="mso-spacerun: yes;">
</span>And when they have to help him find his glasses, only to find the ones
on his head are not his, they remember him the next time.<span style="mso-spacerun: yes;"> </span>Now, you do have to give them a little
something for role-playing through this little encounter, but what if they ask
for a sword that makes it easier to hit, and Crazy Kook says, why not add a
magical never drop hilt as well?<span style="mso-spacerun: yes;"> </span>I’ll
throw it in for half price.<span style="mso-spacerun: yes;"> </span>Now they
have a contact.<span style="mso-spacerun: yes;"> </span>Now the next time they
need magic, they are coming to their old friend Crazy Kook.<span style="mso-spacerun: yes;"> </span>And next time, he may need something from
them too!</p>
<p class="MsoNormal">Contacts
are important to adventurers, and they should gather them the same way they
gather magical items and spells.<span style="mso-spacerun: yes;">
</span>Memorable contacts are pure gold, because they keep on giving - they
keep players interested and involved in the campaign, and they make for great
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</p><p class="MsoNormal" style="mso-hyphenate: none;">Does
this kind of content interest you?<span style="mso-spacerun: yes;"> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span style="mso-spacerun: yes;"> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </p>
<p class="MsoNormal">This
post was written as part of <b>The River of Youth aka Potion Making 4 Noobs aka
All About Magical Ingredients & Alchemical Health</b>, the latest in our <b>Small
Bites</b> editions.<span style="mso-spacerun: yes;"> </span>(These book titles
just seem to keep getting longer!) <span style="mso-spacerun: yes;"> </span>Each <b>Small
Bites</b> book looks deeply at one subject, a character archetype, a
race/monster, a style of questing, or some other role-playing/world building
subject.<span style="mso-spacerun: yes;"> </span>This one is showcasing all the
ingredients and components used in that really popular book’s spell casting, as
well as alchemy and how it can be used for the health and wellbeing of the
fantasy community. </p>
<p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click <a href="https://www.drivethrurpg.com/product/400085/The-River-of-Youth-aka-All-About-Magical-Ingredients--Alchemical-Health" target="_blank">the link here</a>. If we’ve hooked you and you want to get the full 78 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-80116921974090589072022-06-18T20:00:00.002-05:002022-06-18T20:00:00.219-05:00Healing Magics<p class="MsoNormal">Healing
magics are a part of every high fantasy adventurer’s life.<span style="mso-spacerun: yes;"> </span>This magic is one of the main tricks that
allow adventurers to overcome seemingly insurmountable odds.<span style="mso-spacerun: yes;"> </span>As is often the case in most campaigns, the
players come to rely on these magics.<span style="mso-spacerun: yes;">
</span>They have no fear of braving the dragon’s lair, because they know that
the cures, heals, and resuscitation spells will be waiting for them when they
are done (or dead).</p>
<p class="MsoNormal">This
situation must severely affect the characters.<span style="mso-spacerun: yes;">
</span>This is not bravery but desensitizing oneself to pain.<span style="mso-spacerun: yes;"> </span>In effect, the character is becoming a
berserker warrior.<span style="mso-spacerun: yes;"> </span>After all, how many
adventurers hide behind cover during a fight?<span style="mso-spacerun: yes;">
</span>Most will simply walk down the middle of the room, dodging arrows and
crossbow bolts, until they get to their prey.<span style="mso-spacerun: yes;">
</span>This lack of good judgment will stay with the character, even when the clerics
and healing potions are no longer around.</p>
<p class="MsoNormal">Reports
of adventurers killed in simple bar fights should be common.<span style="mso-spacerun: yes;"> </span>After all, what barbarian who had just faced
down three dragons is going to fear a couple of teamsters or thieves?<span style="mso-spacerun: yes;"> </span>Granted, his healer is at home studying or
sleeping, but he probably would never bother to think about that.<span style="mso-spacerun: yes;"> </span>Someone always made the pain go away before,
why not now?<span style="mso-spacerun: yes;"> </span>It is this type of
mentality that should be role-played, and if not, the same warrior should avoid
every fight in which his healer was not nearby.<span style="mso-spacerun: yes;">
</span>After all, getting stabbed is going to hurt, maybe he is only willing to
put up with it for a short time.<span style="mso-spacerun: yes;"> </span>Without
a healer near, he is not willing to put up with it at all.</p>
<p class="MsoNormal">Another
problem with healing spells is blood diseases.<span style="mso-spacerun: yes;">
</span>As the person can become lazy due to an over reliance on magic, so can
the body.<span style="mso-spacerun: yes;"> </span>Blood diseases, and in rare
cases hemophilia, have been documented in people who consistently use magic to
heal.<span style="mso-spacerun: yes;"> </span>It appears that these relatively
rare cases occur when the body ceases to fight off diseases and infections on
its own, because it has never had to.<span style="mso-spacerun: yes;">
</span>The truly unfortunate part is that magical disease curing spells cannot
cure these magic caused diseases.<span style="mso-spacerun: yes;"> </span>In
fact, they may even escalate them.</p>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
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</p><p class="MsoNormal" style="mso-hyphenate: none;">Does
this kind of content interest you?<span style="mso-spacerun: yes;"> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span style="mso-spacerun: yes;"> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </p>
<p class="MsoNormal">This
post was written as part of <b>The River of Youth aka Potion Making 4 Noobs aka
All About Magical Ingredients & Alchemical Health</b>, the latest in our <b>Small
Bites</b> editions.<span style="mso-spacerun: yes;"> </span>(These book titles
just seem to keep getting longer!) <span style="mso-spacerun: yes;"> </span>Each <b>Small
Bites</b> book looks deeply at one subject, a character archetype, a
race/monster, a style of questing, or some other role-playing/world building
subject.<span style="mso-spacerun: yes;"> </span>This one is showcasing all the
ingredients and components used in that really popular book’s spell casting, as
well as alchemy and how it can be used for the health and wellbeing of the
fantasy community. </p>
<p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click <a href="https://www.drivethrurpg.com/product/400085/The-River-of-Youth-aka-All-About-Magical-Ingredients--Alchemical-Health" target="_blank">the link here</a>. If we’ve hooked you and you want to get the full 78 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-18945185524694893202022-06-17T20:00:00.003-05:002022-06-17T20:00:00.207-05:00Handling Immortality<p class="MsoNormal">We want
to ask what is not a simple question:<span style="mso-spacerun: yes;">
</span>Can a human brain handle 300 years of memories?<span style="mso-spacerun: yes;"> </span>If so, what about 500?<span style="mso-spacerun: yes;"> </span>What about 1,000?</p>
<p class="MsoNormal">Assuming
a person were to be alive for centuries, could they recall their
childhood?<span style="mso-spacerun: yes;"> </span>Would they remember long dead
people?<span style="mso-spacerun: yes;"> </span>Or would they more easily forget
all the new people and only recall the old friends now long dead?</p>
<p class="MsoNormal">There
may be some evidence from our world that suggests that after 100 years or so,
the human brain has a lot of challenges to continue working at top
efficiency.<span style="mso-spacerun: yes;"> </span>Now, some of that is
probably due to physical deterioration, and magic may correct much of
that.<span style="mso-spacerun: yes;"> </span>But even so, could a fully
functioning human brain retain 100 years of memories?<span style="mso-spacerun: yes;"> </span>Is there a point at which it fills up, and if
so, what then?</p>
<p class="MsoNormal">We
expect you know what we’re getting at because you read the title.<span style="mso-spacerun: yes;"> </span>How would a human brain handle
immortality?<span style="mso-spacerun: yes;"> </span>Depending on how you handle
your immortals, many of them may not factor in here.<span style="mso-spacerun: yes;"> </span>If your vampires are possessed by a demonic
creature who is really only masquerading as the person they have taken as a
host, well, then that is a divine / demonic mind, and says nothing about
humans.<span style="mso-spacerun: yes;"> </span>What we’re really talking about
is what happens to a human if they use magic to keep themselves young, and
disease free.<span style="mso-spacerun: yes;"> </span>Presumably, this eliminates
the inefficiencies that we see in the real world, but what happens then?</p>
<p class="MsoNormal">We think
this should actually be addressed in your game world(s).<span style="mso-spacerun: yes;"> </span>As powerful a tool as the human mind is,
there must be a capacity to it.<span style="mso-spacerun: yes;"> </span>What
then.</p>
<p class="MsoNormal">To be
clear, our elves are not based on LotR, but hopefully tied a bit more to
folklore.<span style="mso-spacerun: yes;"> </span>Because of that, they don’t
live for 1,000 years.<span style="mso-spacerun: yes;"> </span>But if they did,
what then?<span style="mso-spacerun: yes;"> </span>If a race were intended to
live for 1,000 years, how would they handle their memories?<span style="mso-spacerun: yes;"> </span>Would they have the ability to choose which
memories were worth saving, and which might not be?<span style="mso-spacerun: yes;"> </span>Would it be more random, with them losing
some of the oldest memories, even if they preferred to keep those?</p>
<p class="MsoNormal">On
<a href="https://fletnern.fandom.com/wiki/World_of_Fletnern_Wiki" target="_blank">Fletnern</a>, titans can live for a couple hundred years.<span style="mso-spacerun: yes;"> </span>In order to handle their incredibly long
lives (with or without youth magic), they have a special way of handling the
limited capacity of their brains.<span style="mso-spacerun: yes;"> </span>In
order to give their life purpose, they choose a “role”.<span style="mso-spacerun: yes;"> </span>These roles could be almost anything.<span style="mso-spacerun: yes;"> </span>Each should be unique.<span style="mso-spacerun: yes;"> </span>One titan might be looking to write the
perfect heroic poem, while another is hoping to create the best steel alloy,
and another might spend his life in contemplation on the sound of one hand
clapping.</p>
<p class="MsoNormal">By
focusing their entire lives on their narrow role, they not only challenge
themselves to continue living in order to succeed, but they are “giving their
brains permission” to forget those things that don’t help them get to their
role.<span style="mso-spacerun: yes;"> </span>In many cases when (if) they
accomplish their role’s goal, they will likely sit down and die shortly
thereafter.</p>
<p class="MsoNormal">As we
like to ask about most things - does this matter?<span style="mso-spacerun: yes;"> </span>Well, it should matter when you’re trying to
set up missions and motivations concerning the undead.<span style="mso-spacerun: yes;"> </span>What if half of all vampires become senile
within 150 years of their actual birth?<span style="mso-spacerun: yes;">
</span>They probably become feral or berserk.<span style="mso-spacerun: yes;">
</span>If that’s how you see it, then it certainly matters.</p>
<p class="MsoNormal">
Let’s try a different view
- What if liches need to maintain journals, because they have so much magic
wrapped up in their heads that they can barely recall things that are going on
around them? <span style="mso-spacerun: yes;"> </span>Would a lich want to be
lord of a castle and all its lands?<span style="mso-spacerun: yes;"> </span>We
think not, because why would the lich want to think about mundane things when
there are so many other things those brain cells could be doing?<span style="mso-spacerun: yes;"> </span>and under this scenario, it may not be able
to do other things.</p>
<p class="MsoNormal">We have
been focused on brains, memories and thoughts, but there are other aspects
involved in immortality.<span style="mso-spacerun: yes;"> </span>If your elves
live for 1000 years, how many kids can they have?<span style="mso-spacerun: yes;"> </span>There were discussions in earlier versions of
the die-20 game that the gestation period for elves was probably two
years.<span style="mso-spacerun: yes;"> </span>Assuming a single elf was
“mature” for 400 years, then could they have 200 kids?<span style="mso-spacerun: yes;"> </span>Probably.<span style="mso-spacerun: yes;">
</span>Now you can suggest that as a race they are too wise to actually go
ahead and have 200 kids, but that’s a separate issue.</p>
<p class="MsoNormal">There
are other aspects of near-immortality.<span style="mso-spacerun: yes;">
</span>We have always thought that elves who lived 1,000 years demanded a
highest fantasy campaign - one where even the common farmer had the time and
reason to study druidic magic.<span style="mso-spacerun: yes;"> </span>After
all, if you were going to be farming for 800+ years, why not spend a couple
years studying magic to double the yields?<span style="mso-spacerun: yes;">
</span>What magics could the dwarves be using to enhance their mining
efforts?<span style="mso-spacerun: yes;"> </span>We have them use earth
elemental magics, but wouldn’t they all learn a bit of this magic during their
300 year long lives?</p>
<p class="MsoNormal">This is
the problem as we see it.<span style="mso-spacerun: yes;"> </span>Something as
important as living for centuries is going to completely change a culture.<span style="mso-spacerun: yes;"> </span>They can’t just be humans with pointy ears or
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</p><p class="MsoNormal" style="mso-hyphenate: none;">Does
this kind of content interest you?<span style="mso-spacerun: yes;"> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span style="mso-spacerun: yes;"> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </p>
<p class="MsoNormal">This
post was written as part of <b>The River of Youth aka Potion Making 4 Noobs aka
All About Magical Ingredients & Alchemical Health</b>, the latest in our <b>Small
Bites</b> editions.<span style="mso-spacerun: yes;"> </span>(These book titles
just seem to keep getting longer!) <span style="mso-spacerun: yes;"> </span>Each <b>Small
Bites</b> book looks deeply at one subject, a character archetype, a
race/monster, a style of questing, or some other role-playing/world building
subject.<span style="mso-spacerun: yes;"> </span>This one is showcasing all the
ingredients and components used in that really popular book’s spell casting, as
well<span style="font-size: small;"> as alchemy and how it can be used for the health and wellbeing of the
fantasy community. </span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;">We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> click <a href="https://www.drivethrurpg.com/product/400085/The-River-of-Youth-aka-All-About-Magical-Ingredients--Alchemical-Health" target="_blank">the link here</a>. If we’ve hooked you and you want to get the full 78 pages of
content in the Game Masters’ edition, </span><span style="font-size: small;"><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-78898542146291046142022-03-11T13:58:00.001-06:002022-03-11T13:58:00.212-06:00Rich Officer / Poor Officer<p> There are times when where you come from matters. Like what? Let’s imagine two young officers in the military. One is 29yo and grew up poor. But he fought to earn a place within the military. He is the type of officer the soldiers will follow, tough when he needs to be; a coach when he needs to be. He is now sharing quarters with a young officer. He is 24yo and a nobleman. He was commissioned in the military because he and his father thought he would look good in the dress uniform. That’s not to say he can’t fight. He has had fencing lessons his whole life and has won two duels. But his bunk mate - that guy has seen some stuff.<br /><br />The first officer gets up in the morning and starts shining his boots. He wants them to be perfect. He remembers when he couldn’t afford a pair of boots and he takes pride in making his boots shine, because he is proud of what he has earned. But his wealthy bunk mate pays someone to shine his boot s for him, and he isn’t all that concerned. After all, what he wears while on active duty isn’t what he would wear to parties and ceremonies, so they don’t really matter.<br /><br />These two show something that can happen in our world relatively easily - in most first world countries, people can rise above the social status of their birth. This is often the case in our fantasy worlds too, but maybe a little too often. At different times in some places, it was possible for a hard worker to get noticed and be promoted. Militaries are often known for being one of the few places that allowed for this, at least to a point. It isn’t entirely inconceivable that the poor officer pulled himself up by his bootstraps and made it to where he is today. He absolutely could be paired with a young nobleman. Depending on who they report to, it might have been purposefully, maybe hoping to teach the young fop something he does not yet know.<br /><br />But they are going to go about their lives differently. The wealthy officer may assume he can buy his way out of everything, from losing equipment to insulting some young lady. The poor officer is going to walking on eggshells in many circumstances, knowing that he doesn’t have the family connections to get himself out of trouble should he break some rules and get caught. We would often think that he would be far more worried about his gear, either because he cannot afford to replace it, or because it means more to him having had so little as a boy.<br /><br />A lot of this is stereo-typing; we know! Their personalities wouldn’t necessarily turn out like this. There are rich kids who appreciate what they have and act responsibly, but those stereo-types often have that pesky kernel of truth to them. This is why knowing the character history (whether it be PC or NPC) is so often important. How they got here, often tells you why they are who they are.<br /><br /></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-25170498091803591182022-03-10T14:01:00.004-06:002022-03-10T14:01:00.217-06:00Do Lifestyles Matter?<p><a href="https://www.drivethrurpg.com/browse/pub/376/Board-Enterprises" target="_blank"> Board Enterprises</a> has spent a lot of time working out “Lifestyles”. To us, a Lifestyle is the details about how a character lives. Where do they live? How do they eat? How do they dress? What kind of stuff do they have at their home? The point is, we think we are giving you a whole bunch of this type of information, while only asking the player to make a few decisions based on some charts. Easy is a HUGE part of this!<br /><br />But do they matter? Some players think they are just a device for the GM to pull money off the character sheet. Because, yes, you need to pay rent, and for food, and to replace worn out clothing. Yes, there is a cost to it. There is also supposed to be a payroll to it if the character has a part-time job between adventures.<br /><br />We all know there are a lot of players out there who would prefer it if their characters were put into cryogenic sleep immediately after every adventure, and then woken on the doorstep of the next dungeon. That isn’t all that crazy, because it is how some of our most famous action heroes live. The first time we saw James Bond’s home was after like 30 years of books and movies, and then they blew it up. Not a lot of home life there!<br /><br />But we do think it matters. It is difficult to lay out reasons without just getting into examples, so let’s at least start there. You are an adventurer. Your party has been eradicating the city’s assassins’ guild for the last three months of game time. Now you have won, and they are gone. Really? None of them escaped? Come on, some of them escaped, and they are now looking for the people who killed all their buddies.<br /><br />How does the GM handle the assassins coming after the PCs? Does he just decide how they live? That is going to cause huge arguments, because the players will insist all sorts of harebrained things. “No, my character lives at the top of a 20 story tower and you have to teleport to get up there.” “No, my character never goes to the market. I have a service where the imps/fairies bring all my groceries to me.” “No, I have never been in a tavern before in my life, unless I was dressed in my most powerful armor, with my ten most powerful weapons, and my pet hellhound.” Yeah, we wish we were just making this stuff up.<br /><br />Knowing where and how the player lives, the Lifestyle, allows the GM to know what is going on in the player’s life. This gives everyone the fair chance of spotting a tail on the way how from the bar, granting the PCs contacts in the marketplace, and knowing what would be available if a fight erupts in the PC’s home. Not knowing these things makes urban adventures nearly impossible. Even urban adventures in another city, still require knowing about the PCs’ hotel.<br /><br />For that matter, how would a party fight against an assassins’ guild on the guild’s home turf without knowing these types of things. Did the assassins really sit in their headquarters like it was a dungeon setting? There were several in each room and they waited patiently to be slaughtered by the invading adventuring party, just like good little monsters. We know there are players who don’t think they care about any of these Lifestyle issues, but isn’t it time to bring a little reality into a role-playing game? We’re not pre-teens anymore.</p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-20695391863950400752021-09-04T14:30:00.002-05:002021-09-04T14:30:00.177-05:00Behind the Castle Walls<p class="MsoNormal"><span style="font-size: small;"> <span> </span>The
building of castle walls could be a book unto itself, but we’ll try to hit the
highlights here.<span> </span>First, they have to be
flat enough to make climbing up very difficult.<span>
</span>There are tricks to this.<span> </span>Sure,
hiring a clan of dwarven masonry craftsmen to build your wall is an option, but
so is plastering the wall.<span> </span>Yes,
plastering will likely need to be redone every few years, but it’s still
cheaper than the craftsmen (probably) and it makes the castle look all white
and new.</span></p><p class="MsoNormal"><span style="font-size: small;"><br clear="ALL" />
<span> </span>Second, they have to be tall
enough to make climbing difficult, with or without ladders.<span> </span>Ten feet tall is considered tall enough to stop
direct attacks, but not climbing.<span> </span>After all,
an athletic man, should be able to jump up and grab the top of a 10’ wall, or at
least have a buddy who could give him a boost.<span>
</span>A 20’ tall wall could possibly be overcome with a ladder, but a 20’ wooden
ladder is likely to weigh about 50lbs.<span> </span>That
gets difficult on top of armor, weapons and other gear, in addition to how slow
climbing a ladder can be.<span> </span>Ample opportunity
to pick him off on his way up.<span> </span>So 20’ is
normally considered “high enough”.<span> </span>Sure,
you can go a lot higher, but you would need to have a specific reason to go above
20’.<span> </span>Also, the higher you go, the more likely
that you will need to add buttressing to hold the walls up.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>Castle walls
need to have their own defenses.<span> </span>The tops
of the walls can have merlons.<span> </span>These are
the portions of the wall that stand above the wall itself, providing cover for archers
atop the wall.<span> </span>They might have their own
arrow slits in them or have the archers simply hide behind them until ready.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>But in order
to hide behind the merlons, there needs to be a way to walk around the top of the
wall.<span> </span>If the wall is quite thick, then walking
on the wall itself probably works.<span> </span>If not,
then a catwalk might be needed to allow for movement.<span> </span>Anything less than six feet (or whatever measure
your rules determine allow two fully grown men in armor to safely pass each other)
is too narrow.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>One of the
greatest ways to stop an opposing force from attacking the wall itself was machicolations.<span> </span>In order to have these, the uppermost portion
of the wall (above the walkway) juts out from the wall.<span> </span>This additional portion is supported by corbels,
the braces built into the wall to hold the portion that is not in line with the
wall itself.<span> </span>Now that there is extra space,
the flooring between the corbels can be removed allowing the people atop the wall
to look directly down the surface of the wall.<span>
</span>In this way, the defenders can pour things down on top of anyone trying to
assault the wall.<span> </span>This could be boiling oil,
rocks, or simply missile fire.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>Walls came
in many different styles, but the typical fantasy era wall is about 10’ wide, but
not really.<span> </span>Two walls were built parallel
to each other, then the space between them was filled in with rubble and mortar.<span> </span>This gave the walls solid surfaces, cheaper thickness,
and even a little bit of impact resistance from the filler.<span> </span>What was the rubble?<span> </span>Most commonly the leftovers and scrap that didn’t
go into the wall itself.<span> </span>If it were a brick
wall, then the filler might be the clickers (burned bricks) or other visually unappealing
pieces.<span> </span>Stone walls would often have the
gravel created as the stone pieces were cut and shaped, plus all sorts of gravel
from the quarry.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>We’re assuming
that the castle walls are made of stone, but they don’t have to be.<span> </span>We’ll normally consider wooden walls to be “palisades”.<span> </span>Why?<span> </span>mainly
because any wooden wall made from lumber (like from the saw mill) would be far more
expensive and probably not as strong.<span> </span>It
was easier to cut down trees, strip the branches, and then just sharpen the ends
of the log.<span> </span>By pounding these logs into the
ground and putting some support crossbeams inside, you can put up a fairly decent
defensive wall quite quickly.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">
<span> </span>Placing the towers was a very
important part of planning the curtain wall.<span>
</span>The towers needed to be placed in such a manner as to allow the defenders
to use the walls and the towers to target anyone attacking.<span> </span>If an enemy were able to hide behind the tower
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</p><p class="MsoNormal"><span style="font-size: small;"> </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>Does
this kind of content interest you?<span> </span>If
so, we hope you will consider joining us in our Small Bites project or the full
title of How to Build Your Fantasy World in Small Bites!<span> </span>We continue to build our community of game
masters and world builders, and we would love to have you join us! </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>This
post was written as part of <b>The Secrets of Siege Magic aka All About Battle
Magic for Castles & Sieges</b>, the latest in our <b>Small Bites</b>
editions. Each <b>Small Bites</b> book looks deeply at one subject, a
character archetype, a race/monster, a style of questing, or some other
role-playing/world building subject.<span>
</span>This one is showcasing magic used in attacking or defending castles, and
then naturally by extension walled cities and other fortresses.</span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span><span> </span>We hope we’re getting you interested. If you
want to see the World Walker edition for <b>FREE!!</b> <a href="https://www.drivethrurpg.com/product/369761/The-Secrets-of-Siege-Magic-aka-All-About-Battle-Magic-for-Castles--Sieges" target="_blank">click the link here</a>. If we’ve hooked you and you want to get the full 89 pages of
content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-54064156689672962972021-09-04T04:00:00.006-05:002021-09-04T04:00:00.162-05:00Education as a Weapon<p class="MsoNormal"><span style="font-size: small;"> <span> </span>In many of
our campaigns and game worlds, not much has changed over the past 1,000 years.<span> </span>Not that borders haven’t shifted, but the nature
of war is likely similar in the current game year to how it was centuries ago.<span> </span>Compare that to our world where in the past 300
years we’ve gone from muskets to stealth bombers.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>Does it matter?<span> </span>Absolutely!<span>
</span>On Earth, our recent history is filled with innovative generals utilizing
new technologies in ways that they haven’t been used before.<span> </span>Napoleon, Patton and others have gained their
fame primarily because they understood the new face of war.<br clear="ALL" /></span></p><span style="font-size: small;">
<span> </span>After the defeat of Napoleon,
the Prussian education system was established.<span>
</span>(Please don’t get picky on this.<span> </span>I
know it started a while before, but it wasn’t fully rolled out until ~1830.)<span> </span>Why?<span> </span>Well,
at least the story says that the Prussian military commanders felt the kids they
were drafting were unsuited for war as they were then fighting it.<span> </span>They needed recruits who could read and write,
understand maps, and do some math (mainly to better aim the bigger guns).<span> </span>Oh, yeah, and were indoctrinated into patriotism.<span> </span>If any of that feels like the act of an evil empire,
training their children to be better soldiers in case they needed to be drafted,
be aware that the USA’s public education system is a complete copy of the Prussian
system.<span> </span>What, you never wondered why it was
called “kindergarten”?
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>But how does
this translate into our FRPGs?<span> </span>If warfare
hasn’t changed in 1,000 years or more, what’s the point to thinking about these
innovative generals?<span> </span>Well, I’m actually trying
to make the reverse argument.<span> </span>Just as the
Prussians developed a system of public schools that would educate their civilian
children so that they could later be better draftees, I think we need to consider
how schooling in our fantasy worlds would attempt to do the same.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>Are mages
the only ones in your world who attend schools?<span>
</span>That may not work.<span> </span>A military officer
who cannot read orders delivered to him by messengers is useless.<span> </span>(Few officers trust the messengers to know what
the orders say, so they cannot simply tell them.)<span> </span>Similarly, if he cannot read a map, he’s probably
useless.<span> </span>But there is so much more to it!</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>It seems
most appropriate for each culture to train their children differently, based on
the needs of the “kingdom”.<span> </span>For example:<span> </span>In the <a href="https://fletnern.fandom.com/wiki/Helatia" target="_blank">city of Helatia</a>, a major seaport, every
college / university teaches navigation as part of the standard curriculum.<span> </span>They cannot afford to have the top officers of
the ship incapacitated and have the lower officers unable to get the ship back to
port, so everybody learns.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>The exact
opposite would be needed in deserts west of <a href="https://fletnern.fandom.com/wiki/Dalavar" target="_blank">Dalavar</a>.<span> </span>There the young men are enrolled in riding academies.<span> </span>They learn how to care for their horses, as well
as ride and shoot from the saddle.<span> </span>Meanwhile
in the Green Lands, every able-bodied man (and boy) is expected to practice with
his long bow for five hours a week.<span> </span>This
is not only a civic duty, but the priests emphasize it as well.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>There are
other aspects here that can be used.<span> </span>Maybe
you don’t want your rank and file soldiers to have an education, and that seems
fine.<span> </span>But what do they do as youths that
prepares them for war?<span> </span>In <a href="https://fletnern.fandom.com/wiki/City_of_Brinston" target="_blank">Brinston</a>, track
and field events are the main sport.<span> </span>This
continues in that the various Civilian Authorities (policing units) compete against
each other in track meets.<span> </span>For the kids in
Brinston with any aspirations of being a soldier, cop or any other heroic occupation,
they would spend their afternoons racing each other through the streets, throwing
javelins (or pretend javelins), and seeing who can jump the farthest.<span> </span>Now take a pick pocket in Brinston and have him
try to run away from the police - not likely!</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>Granted,
these ideas work best for point-based or skill-based character systems.<span> </span>Ironically, class-based systems make schooling
harder to work in.<span> </span>With classes, abilities
grow no matter what, but with a point-based system, you can still have a priest
who ran track as a kid and can run faster and jump farther than some of the warrior
types.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span> </span>This is most
importantly seen if the culture uses a lot of magic in their warfare, or their enemies
do.<span> </span>It seems entirely likely that a military
academy might want to teach their cadets how to block a spell while teaching them
how to strike with a saber.<span> </span>This is where
your rules might get in the way of your world building.<span> </span>Handle with care, but no matter what your rules
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character archetype, a race/monster, a style of questing, or some other
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BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-89804076996649915562021-04-25T06:00:00.000-05:002021-04-25T06:00:00.218-05:00Movie Monsters In-Game<p>We try to avoid actually mentioning content that isn’t our own this directly, but any pretending to dance around it would be silly. So: We love the idea of the predators, the yautja. Mandibles, plasma cannons, spears and claws - love them all. But how do we bring them into a fantasy game?<br /><br />Let me introduce you to the <a href="https://www.drivethrurpg.com/product/196328/Legend-Quest-Omnibus-Edition" target="_blank"><b>Legend Quest</b></a> version of the formorians: We tried to return to the original source material for most of the <b>LQ</b> monsters, but one thing you’ll learn about Irish myths (or have learned) is that they aren’t exactly consistent. So trying to tie together things we thought we knew, we made the kobolds, formorians and firbolgs all a subset race of the Fairie (which obviously includes the elves). Here is the write up on them from the Omnibus book:<br /><br />The formorians are a race of giants. They are cunning, but cruel. They accept only victory, and any that fail are dishonored and considered worthless in the future. It is this constant testing and disposal of those less than perfect that keeps those formorians that survive at the peak of their abilities. The formorians are the eternal enemies of the firbolgs, who they regularly defeat in battles. The formorians are much more intelligent than the firbolgs, and they use this cunning to plan ambushes that often give them victory over their firbolg cousins.<br /><br />The best known myth about the formorians is when a champion (sometimes human or orc or elf) gave the formorian chief a beautifully crafted sword and said he deserved it because he was the most powerful warrior. Well, the other formorians in the war party took objection to this and felt they deserved the sword. Next thing you know the arrogant formorians had killed each other in a series of duels and assassinations, leaving one heavily wounded giant behind, who was no match for the hero.<br /><br />Maybe you don’t see it yet, because we’ve never treated them like predators. I have never dove down deep into their warrior culture and how or why they compete in this way. Sure, their god is highly competitive and brings it out in them, but that’s a bit too easy.<br /><br />So, ignoring the fact that now I feel like I need to figure out their culture, I am looking at formorians in a new light. They have always been great to use as giants - huge hulking monsters who can dish out damage like nobody’s business, and they are somewhat intelligent (human level). But now I’m seeing them as more than raiders and ravagers. Now I see them as hunters, seeking out different types of prey to test themselves. They will go after firbolgs to show they can best strength with strength. They will go after dragons to prove they can withstand fire and wings. And they will go after human champions to prove they can beat clever and resourceful humans despite their magic and other gadgets.<br /><br />Just starting on the culture - They keep their numbers (at least the numbers of their men) small, typically a “father” and two or three “sons” or apprentices. This way they can be actively hunting without the adult worried that he is in constant danger of being challenged for his supremacy. These bands of killers can hunt for glory and plunder, bringing home the spoils of these hunts for the women folk. And don’t forget - bringing home the trophies too!<br /><br />Are you thinking, how can these giants possibly be predators? They bring home trophies. Those trophies can be slaves, like slave weapon smiths, armorers, enchanters, or alchemists. These giants are cruel taskmasters. They are exactly the kind of beings that would promise to torture and kill your wife and children if you didn’t do what they asked. In fact, they might even let their women folk keep your women folk. Professional killers or not (and it should be not), the formorian females can crush a human woman easily. Now all of a sudden, these small formorian families have access to magic, like camouflage armor, possibly invisibility potions, poisons, and some really cool enchanted missiles.<br /><br />If you’re looking for something smaller but possibly more dangerous (because they are smarter), check out our <a href="https://fletnern.fandom.com/wiki/Hearrsmon" target="_blank">hearrsmon</a>. They have a whole culture based on this type of slavery. Only they call it being the lord of the castle and feudalism instead of slavery.</p><p><!--[if gte mso 9]><xml>
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</p><p style="margin: 0in;"><span style="font-size: small;"><span>This post was written as
part of the recently released <b>Carnage Amongst the Depraved aka All About Big
Stupid Monsters</b>, the latest in our <b>Small Bites</b> editions.<span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one details everything having to do with those monsters that are
typically huge, super strong, but also not so bright, and how this will affect
their actions and tactics, as well as other game mastering tricks, but within a
fully defined mission showing both the stats for point-based characters (like
in Legend Quest) and class-based characters like in most of the die-20 games.</span></span></p><p style="margin: 0in;"><span style="font-size: small;"><span> </span></span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you
interested. If you want to see the World Walker edition for <b>FREE!!</b>
<a href="https://www.drivethrurpg.com/product/354481/Carnage-Amongst-the-Depraved-aka-All-About-Big-Stupid-Monsters--World-Walkers-edition" target="_blank">click the link here</a>.<span> </span>If we’ve hooked you
and you want to get the full 59 pages of content in the Game Masters’ edition, <a href="https://www.patreon.com/boardent">click here</a>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-10565893042888763532021-04-24T06:00:00.000-05:002021-04-24T06:00:00.198-05:00So, What Exactly is Cannibalism?<p class="MsoNormal"><span style="font-size: small;">So, what exactly is cannibalism?<span> </span>Hoping we don’t wind up in a, “I can’t define
it, but I know it when I see it” style of answer.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Sure, some of you are thinking we’re crazy for even asking
the question.<span> </span>I mean, cannibalism -
eating people, right?<span> </span>Is that what it
is?<span> </span>Is cannibalism eating your own?<span> </span>Is it eating people?<span> </span>Is it eating sentients?<span> </span>What exactly is cannibalism?</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">I was tempted to go and look up the definition in some
dictionary, but what’s the use of that?<span>
</span>Webster doesn’t have to worry about dwarves, elves, and the others.<span> </span>We talked about this kind of stuff in <a href="https://fletnern.fandom.com/wiki/Category:Ballogfar">Ballogfar</a>
because the <a href="https://fletnern.fandom.com/wiki/Calentroc_Tribe">Calentrocs</a>
tend to eat their prey.<span> </span>Does that make
them cannibals?<span> </span>If an ogre eats a human,
is that cannibalism?</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Why does any of this matter?<span>
</span>It matters because we have modern humans pretending to be hired
killers.<span> </span>Far too often, whether you play
with alignments or not, moral questions arise.<span>
</span>Is it OK to kill a person in cold blood?<span>
</span>You would have killed them in a fair fight, but is it OK to kill them while
they sleep?<span> </span>Is it OK to kill them from a
sniper’s perch when they have no warning?<span>
</span>Is it OK to eat them when they are dead?</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Maybe this is incredibly disgusting to you.<span> </span>That’s probably good.<span> </span>Probably shows you have some morals, ethics,
or at least common sense.<span> </span>But let’s
change it around just a little bit:<span> </span>What
if it’s a dragon?<span> </span>Going to be honest -
In <a href="https://fletnern.fandom.com/wiki/World_of_Fletnern_Wiki" target="_blank">Fletnern</a>, people eat dragons.<span> </span>Some of
those dragons are intelligent.<span> </span>They
speak, they cast spells, they plan.<span> </span>They
are not “dumb animals”, and yet they are eaten.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Maybe it’s fair; dragons eat humans.<span> </span>But that is the question - what is
allowed?<span> </span>Trust me, the last thing you
want at your gaming table is a bunch of players arguing over morals.<span> </span>If one player or group of players is having a
serious argument with another or another group, no matter how much effort you
put into writing tonight’s game, it is not going to be remembered as being fun.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">The best way to avoid these “ethical” problems is to
establish what is and isn’t ethical.<span> </span>If
you as the GM can step in and say, “In the Velesan culture, snipers killing
enemies from afar is considered perfectly ethical.”<span> </span>or “In the Latvich culture, they kill in cold
blood all the time, but only if they are combatants.<span> </span>Killing civilians in cold blood is a whole
different thing.”<span> </span>Stuff like this allows
you to circumvent these arguments.<span> </span>You
step in and stop it.<span> </span>Yes, it is quite
likely that one side or the other is going to tell you how wrong you are or
they don’t feel that way, but the answer is:<span>
</span>The culture is established, and this is the way of the world.<span> </span>You don’t have to agree with it, but 90%+ of
the people around you will.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">There is nothing worse than players telling you how you
don’t understand your own world, but this is still a far better (and shorter)
resolution than the players all arguing with each other.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">But back to the original question:<span> </span>What is cannibalism?<span> </span>That is something you have to decide for
yourself, but we will give you what we think the answer is for most races.<span> </span>If you eat someone who is generally the same
shape as you, you are committing cannibalism.<span>
</span>The closer you are to each other, the more likely it is
cannibalism.<span> </span>Humans, ogres, dwarves,
elves, orcs, goblins - they are all the same.<span>
</span>If they eat each other = cannibalism.<span>
</span>If one of these races were to eat a centaur or minotaur - probably still
cannibalism.<span> </span>But if one of these
humanoid races were to eat an intelligent dragon, bull, or whale, that probably
would not be cannibalism.<span> </span>Doesn’t matter
if this intelligent animal speaks or thinks or loves its family.<span> </span>With all the races in the world, few people
would think of an “animal” as the same as them.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Unless, they’re a vegetarian.<span> </span>Well, those cultures obviously have an issue
eating any form of meat.<span> </span>It won’t matter
to them whether or not the animal is intelligent.<span> </span>But this is high fantasy (or possibly highest
fantasy).<span> </span>What happens if you have an
intelligent plant?<span> </span>Are there any treants
or ents who have apples or maybe hickory nuts?<span>
</span>Would there be an issue here?<span>
</span>Well, assumedly there would be a problem for the ents.<span> </span>They might see it as humanoids eating their
babies.<span> </span>But as for the humanoids?<span> </span>Seems a huge stretch to assume that eating a
treant’s apples or other seeds is cannibalism, and most wouldn’t see it that
way.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Maybe this is simplistic, but we don’t really see it that
way.<span> </span>After all, would eating a mermaid’s
tail just seem like fish?<span> </span>(Don’t read
anything dirty in there!!)<span> </span>But honestly,
trying to establish how the various cultures felt about things like genocide,
torture, executions, and similar issues was one of the first things we used to
start setting up the differences between the cultures of Fletnern.<span> </span>This is one of those times when knowing is
half the battle.</span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>This post was written as
part of the recently released <b>Carnage Amongst the Depraved aka All About Big
Stupid Monsters</b>, the latest in our <b>Small Bites</b> editions.<span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one details everything having to do with those monsters that are
typically huge, super strong, but also not so bright, and how this will affect
their actions and tactics, as well as other game mastering tricks, but within a
fully defined mission showing both the stats for point-based characters (like
in Legend Quest) and class-based characters like in most of the die-20 games.</span></span></p><p style="margin: 0in;"><span style="font-size: small;"><span> </span></span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you
interested. If you want to see the World Walker edition for <b>FREE!!</b>
<a href="https://www.drivethrurpg.com/product/354481/Carnage-Amongst-the-Depraved-aka-All-About-Big-Stupid-Monsters--World-Walkers-edition" target="_blank">click the link here</a>.<span> </span>If we’ve hooked you
and you want to get the full 59 pages of content in the Game Masters’ edition, <a href="https://www.patreon.com/boardent">click here</a>.</span></span></p><span style="font-size: small;">
</span>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-63300149018796423562021-04-23T01:00:00.000-05:002021-04-23T01:00:00.235-05:00Ogres and Giants and Trolls ... Oh My!<p>Pretty much every FRPG treats their ogres, giants and trolls differently. In some cases, the giants turn into 20’ tall beings. In some they are 40’ tall. And there are even some where the giants can be over 100’ tall. While I find it funny in a cute cartoon when the giant rolls into town eating an entire wagonload of pumpkins and using a cottage as a stool, I don’t think that is useful in a FRPG. Why? Because if the giant is twenty times bigger than the PCs, then a sword turns into bee sting, and unless you’re allergic, you cannot die from bee stings.<br /><br />In <b><a href="https://www.drivethrurpg.com/product/196328/Legend-Quest-Omnibus-Edition" target="_blank">Legend Quest</a></b>, we do things differently than in other games, but as we’ve just suggested, we think that’s actually pretty normal. While we do include orcs, a thoroughly Tolkien race, for most other races, we try to adhere more closely to what we consider to be the original myths and tales. Often that means we are trying to follow Norse mythology. Why? Mainly because it’s one that we know reasonably well. Hey, play to your strengths!<br /><br />What do we mean? Well, dwarves and trolls are related. Dwarves are considered the “normal” sized ones, and the trolls are giant dwarves. Every racial group has different sized folk. Among the Race of Men, halflings are the small fries, humans are “normal” (completely subjective, we know), and giants are the giant sized ones. You don’t have to agree with us, at least not yet, but this should be pretty easy to understand. Among the goblins, goblins are little, orcs normal, and ogres giant. The firbolgs and formorians are the giant elves (actually giant kobolds, but they are all related, so let’s not open that can of worms right now).<br /><br />But what does “giant” mean? Well the giants are 8’-10’ tall and weigh up to 600ish lbs. Ogres are a little shorter at 7’6”-9’ and weighing in around 400-500lbs. Trolls are right on par with the giants, despite their stockier appearance. The giants really are the physically superior race, though even they cannot compete with the titans who are 10’-12’ tall, can weigh up to 1,200lbs and are not only physically vastly stronger than any of the others, but also mentally better.<br /><br />OK, but what’s the big deal? By making the giants only a couple of feet taller than the humans, they can be a serious threat without being impossible to kill, or at least impossible in reality but not in the game rules. Even the titans at twice the height of a human would still see a long sword as a threat. That cannot be said for a giant that would be in excess of 40’ tall.<br /><br />So for once, we’re not criticizing that original die-20 game! That’s unusual! But let’s look at their portrayal of these guys for a moment. They have many races of giants, which to most inspections appear to follow the Norse myths. Why do we have such a different opinion? Because to the writers of <b>Legend Quest</b> and <a href="https://fletnern.fandom.com/wiki/World_of_Fletnern_Wiki" target="_blank">Fletnern</a>, the fire giants and frost giants weren’t mortal creatures. They were the inhabitants of other worlds, worlds that we see as primarily “hells”. So while we do have “giants” that are mortal and dwell alongside humans, the “fire giants, frost giants, and storm giants” are more like angels, or demons. Point of fact, they often find their way into Fletnern campaigns not as “giants” but instead as elementals - elemental spirits who take on the form of giant-sized humans in order to make themselves known to the mortals. (This also makes them quite magical, literally.)<br /><br />We can admit that elves, dwarves, and a whole bunch of other creatures in myth and legend are also immortal or in some manner other worldly, so we seem to be a bit hypocritical. We’re not trying to argue both sides of the argument, just saying what worked for us.<br /><br />In so many games, the trolls have now become rubbery skinned, regenerating monsters. I forget which author wrote his trolls that way, but it certainly wasn’t Tolkien. His turned to stone in the sunlight. Without any malice towards other games, we have our trolls as giant dwarves. It helps the history.<br /><br />Their ogres are sized more closely to our giants but weigh quite a bit more. Our problem with them is that they are just so stupid. Stupid doesn’t survive in the world, no matter how big it might be. OK, it can survive if it can breed to huge numbers, but it doesn’t survive as a predator. The way they are treated (and hill giants too), they really don’t have a right to exist. Why didn’t some crusade wipe them out centuries ago? After all, a well-organized army with archers and siege weapons (not to mention magic) should be able to destroy all the ogres that exist. It’s not like an intelligent ogre general is going to rise from those ranks and lead them as a united force. They are too stupid and evil to band together, even in the face of annihilation.<br /><br />How much of this matters? Well, if you have giants that are 50’+ tall - how do they function in the world? How do they gather enough food to survive? They almost have to be loners. They cannot effectively be killed by humans, and that type of immortality should put them beyond the ability of all but the best adventuring parties. The idea of a giant king, even less three of them, with many followers doesn’t work. OK, so we’re being too practical again, but that is our style.<br /><br />One of the other major differences is that we don’t have our giants being that stupid. Admittedly, the “average” one of these creatures would be on the border of “moron” when we used that word, but their reasonably intelligent folks are probably on par with an average human. As you will soon see in The Lost City of Ballogfar, while most of the ogres of Fletnern live primitively now, they once ruled a mighty empire. They were able to manage the administration as well as develop lines of necromancy that have not yet been matched.<br /><br />The giants wanted to live peacefully and those few that are left live as farmers and shepherds. When they were more numerous, they crafted beautiful artworks in their cities, massive stone sculptures that took generations to complete. This isn’t to say you would want to meet one on the battlefield, but they did enough of that when slaves of the titans, and they knew enough to crave peace.<br /><br />The trolls are smart enough to know that they aren’t smart. While most of them live as predators, hunting and raiding, some of them are looking to gain the knowledge of those things that have been keeping them from success all these generations - things like magic and the smelting of steel. Knowing you aren’t the brightest bulb on the block but looking for a means to fix that shows some manner of intelligence after all.<br /><br />Is there a point? Yes - however you decide to depict the giant races, we think you need to put enough thought into it that you allow the players a willful suspension of disbelief. That giant that eats a wagon load of pumpkins and uses a house for a stool - where exactly is he getting wagonloads of pumpkins all the time? Anywhere he can get that much food, he would have a bounty on his head, though the giant slayers coming after him would probably be a bit better than the one we saw in that particular cartoon.<br /><br />We’ll give you one cheat that we use for a lot of our giant towns. How can you feed these folks? Send them after the biggest prey there is - whales. Whaling giants gives you that suspension of disbelief. How do you explain your giants?</p><p><!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" Priority="9" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="heading 5"/>
<w:LsdException Locked="false" Priority="9" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="heading 6"/>
<w:LsdException Locked="false" Priority="9" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="heading 7"/>
<w:LsdException Locked="false" Priority="9" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="heading 8"/>
<w:LsdException Locked="false" Priority="9" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="heading 9"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="index 9"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" Name="toc 2"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" Name="toc 3"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" Name="toc 4"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" Name="toc 6"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" Name="toc 7"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="footer"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="35" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="1" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
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<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
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<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
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<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
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<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
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<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
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<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
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<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
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<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
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<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
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<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
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<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
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</p><p style="margin: 0in;"><span style="font-size: small;"><span>This post was written as
part of the recently released <b>Carnage Amongst the Depraved aka All About Big
Stupid Monsters</b>, the latest in our <b>Small Bites</b> editions.<span> </span>Each <b>Small Bites</b> book looks deeply at
one subject, a character archetype, a race/monster, a style of questing, or
some other role-playing/world building subject.<span>
</span>This one details everything having to do with those monsters that are
typically huge, super strong, but also not so bright, and how this will affect
their actions and tactics, as well as other game mastering tricks, but within a
fully defined mission showing both the stats for point-based characters (like
in Legend Quest) and class-based characters like in most of the die-20 games.</span></span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><span>We hope we’re getting you
interested. If you want to see the World Walker edition for <b>FREE!!</b>
<a href="https://www.drivethrurpg.com/product/354481/Carnage-Amongst-the-Depraved-aka-All-About-Big-Stupid-Monsters--World-Walkers-edition" target="_blank">click the link here</a>.<span> </span>If we’ve hooked you
and you want to get the full 59 pages of content in the Game Masters’ edition,
<a href="https://www.patreon.com/boardent" target="_blank">click here</a>.</span><br /></span></p>
<p> </p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-53540295320402248702021-04-02T18:00:00.001-05:002021-04-02T18:00:00.187-05:00Looting<p class="MsoNormal" style="mso-hyphenate: none;">I think every adventurer expects
looting.<span style="mso-spacerun: yes;"> </span>Looting is how adventurers make
their money.<span style="mso-spacerun: yes;"> </span>And yet in modern times,
looting is considered dishonorable.<span style="mso-spacerun: yes;"> </span>So I’m
always torn.<span style="mso-spacerun: yes;"> </span>Is looting moral or
immoral?</p>
<p class="MsoNormal" style="mso-hyphenate: none;">First, I will insist that it
depends on the culture.<span style="mso-spacerun: yes;"> </span>So everything
said here is perception - there is no reality! <span style="mso-spacerun: yes;"> </span>Having given my disclaimer, I know several
men, each of whom I respect wholeheartedly, who happened to come home from WWII
with things that he didn’t exactly have issued to him.<span style="mso-spacerun: yes;"> </span>There may be a katana (modern infantry
officer’s weapon, not some ancient work of art) I know of, and a gorgeous SS
Officer’s luger.<span style="mso-spacerun: yes;"> </span>(Of course, these were
from different men.)<span style="mso-spacerun: yes;"> </span>So were these guys
in the wrong?<span style="mso-spacerun: yes;"> </span>Definitely if you read the
modern codes of conduct.<span style="mso-spacerun: yes;"> </span>It may be
decades of playing FRPGs, but I think there is a line of morality.<span style="mso-spacerun: yes;"> </span>Taking something off a dead foe is one thing;
taking something from a scared civilian family is another.<span style="mso-spacerun: yes;"> </span>Further - trading with a conquered foe is
really OK, even if he’s selling his equipment in order to buy food.</p>
<p class="MsoNormal" style="mso-hyphenate: none;">Was it always morally questionable?<span style="mso-spacerun: yes;"> </span>Absolutely not!<span style="mso-spacerun: yes;"> </span>Caesar intentionally hit targets rich in loot
in order to keep his troops happy (and prosperous).<span style="mso-spacerun: yes;"> </span>Not only did they loot the valuables that
they came upon, they tied up the people and sold them to the slavers.<span style="mso-spacerun: yes;"> </span>The taking of slaves is one of the biggest
forms of loot, and yet something I haven’t seen anyone do in any style of
modern game.<span style="mso-spacerun: yes;"> </span>I guess it’s just too
politically incorrect to even think of enslaving someone for profit - but
again, I think you need to consider the culture.</p>
<p class="MsoNormal" style="mso-hyphenate: none;">On<span style="font-size: small;">e of the biggest questions I
have, and I don’t really know the answer, is what you do to make sure the
officers or nobles get their cut.<span> </span>I
think they just get to wander the camp and anything big enough to catch their
attention becomes theirs.<span> </span>There are
probably noble houses or palaces that are off limits to the rank and file and
only get to be looted by the bosses, who then give the things they don’t want
to the soldiers who helped them loot the really good stuff.<span> </span>After all, if the noble officer takes a
marble statue and a golden statuette, he would probably be willing to give his
brute squad the solid silverware, which is probably much better than the rank
and file got.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Does it matter?<span> </span>I think as a world builder, you need to
establish what is considered acceptable behavior.<span> </span>Is it OK to loot civilians?<span> </span>Is it OK to capture and sell slaves?<span> </span>Is it OK to loot temples?<span> </span>That one got a lot of folks in trouble in the
ancient world.<span> </span>Once you determine what
is allowed, you have to establish the buyers for this stuff.<span> </span>If looting is not allowed, then there would
still be a black market.<span> </span>This won’t get
the looters anywhere near as much as they could have gotten, but it’s still
probably worthwhile.<span> </span>You also have to
think it through.<span> </span>If looting of enemies
is not allowed - what happens to all their stuff?<span> </span>Are they buried in it?<span> </span>Does the “army” take it?<span> </span>and if so, what do they do with it?<span> </span>Leave it in the field, and there will be
looters, maybe the dregs of society, but someone is going to be willing to try
and make a buck off of it.<span> </span>Ah, the
unintended consequences of laws trying to mandate morality!</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;"><i> </i></span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This post was written as part of <b>An Adventurers’ Guide to Equipment aka All About Gear</b>, the latest
in our <b>Small Bites</b> editions. Each <b>Small Bites</b> book looks
deeply at one subject, a character archetype, a race/monster, a style of
questing, or some other role-playing/world building subject.<span> </span>This one is showcasing the gear adventurers
would want with them on missions.<span> </span>Not
just the boring stuff, but some of the “normal” stuff with some variation and
some style.</span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested.
If you want to see the World Walker edition for <b>FREE!!</b> <a href="https://www.drivethrurpg.com/product/352443/An-Adventurers-Guide-to-Equipment-aka-All-About-Gear">click
the link here</a>. If we’ve hooked you and you want to get the full 42
pages of content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-70250659651677848882021-04-01T22:25:00.000-05:002021-04-01T22:25:08.244-05:00What’s “Better” - Weapons<p> <!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Signature"/>
<w:LsdException Locked="false" Priority="1" SemiHidden="true"
UnhideWhenUsed="true" Name="Default Paragraph Font"/>
<w:LsdException Locked="false" Priority="0" SemiHidden="true"
UnhideWhenUsed="true" Name="Body Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" Priority="0" SemiHidden="true"
UnhideWhenUsed="true" Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="0" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" Priority="0" SemiHidden="true"
UnhideWhenUsed="true" Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" Priority="0" SemiHidden="true"
UnhideWhenUsed="true" Name="HTML Top of Form"/>
<w:LsdException Locked="false" Priority="0" SemiHidden="true"
UnhideWhenUsed="true" Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" Priority="0" SemiHidden="true"
UnhideWhenUsed="true" Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="0" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
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</p><p class="MsoNormal">Walk
through a hardware store and you’ll find a row of hammers, a row of saws, and a
row of power drills, all priced differently.<span style="mso-spacerun: yes;">
</span>So, which one is better?<span style="mso-spacerun: yes;"> </span>The most
expensive one, right?<span style="mso-spacerun: yes;"> </span>Why?</p>
<p class="MsoNormal">Let’s
concentrate on the hammers and saws and other hand tools, because they are
going to make a better analogy when I switch this conversation over to weapons
in a fantasy game, which is clearly my intent.<span style="mso-spacerun: yes;">
</span>Why is one hammer more expensive than another?<span style="mso-spacerun: yes;"> </span>Most likely, it is in those things that are
not immediately noticeable, at least not to the untrained eye.<span style="mso-spacerun: yes;"> </span>Is the grip better than the other one, less
slipping?<span style="mso-spacerun: yes;"> </span>Is the steel a higher grade;
is there less chance of it breaking?<span style="mso-spacerun: yes;">
</span>That’s the one we normally concentrate on.<span style="mso-spacerun: yes;"> </span>In our <a href="https://www.drivethrurpg.com/product/196328/Legend-Quest-Omnibus-Edition"><b style="mso-bidi-font-weight: normal;"><span style="font-variant: small-caps;">Legend
Quest O</span>mnibus</b></a>, we establish four grades of weaponry:<span style="mso-spacerun: yes;"> </span>ornamental, standard, tool, and combat
ready.<span style="mso-spacerun: yes;"> </span>Ornamental covers those “weapons”
that were never intended to be used, like the swords old men wear at church
functions or a “knife” that is actually a letter opener.<span style="mso-spacerun: yes;"> </span>The standard grade is what you would expect
to find around a normal house - the knife you use to cut your steak.<span style="mso-spacerun: yes;"> </span>Tool grade is where they start to get
tougher:<span style="mso-spacerun: yes;"> </span>the high quality knives a
butcher or chef would have around their kitchen.<span style="mso-spacerun: yes;"> </span>Lastly, the combat ready is those knives you
would expect Seals to have strapped to their thighs during a mission.<span style="mso-spacerun: yes;"> </span>The only major difference here is the
sturdiness of the weapon - how well it resists damage.<span style="mso-spacerun: yes;"> </span>Let’s face it - a sharpened letter opener
could be stabbed through someone’s heart and kill them almost as easily as a
Seal’s blade.<span style="mso-spacerun: yes;"> </span>Damage isn’t the question
- durability is.</p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">We get
back to the eternal “So What?” question.<span>
</span>Why do you as a GM care if a weapon is standard or combat ready?<span> </span>First off, I have used these grades to help
in loot.<span> </span>Do you want to arm some poor
commoners, but you don’t want to hand over a treasure trove of resale steel to
your PCs?<span> </span>Give them bows and hand axes
that are of standard grade.<span> </span>No
self-respecting weapons shop would take used, low quality weapons.<span> </span>Plus, it makes sense.<span> </span>Need to help your PCs get their weapons and
equipment for those first few missions?<span>
</span>Let them buy sub-standard weapons.<span>
</span>They can always upgrade after they start to be successful.<span> </span>Should all their weapons be “combat ready”?<span> </span>No.<span>
</span>Tomahawks and cudgels would almost never be “combat ready”.<span> </span>More likely tool grade.<span> </span>Not only is a cudgel made out of wood, making
it weaker than a sword, but it’s barely crafted at all.<span> </span>Similarly, swords would almost never be
crafted at standard grade, unless by con men in a traveling show.</span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">Why
else?<span> </span>Well to keep your adventurers on
their toes.<span> </span>These guys are supposed to
know what they’re doing when it comes to the tools of their trade.<span> </span>Have they neglected to train in skills like
Appraise and Weaponcraft?<span> </span>Adventuring is
not the same as fighting.<span> </span>Adventurers
should be rounded in a way that soldiers and sentries never have to be, and
even some of those guys would have the skills required to judge weapons.<span> </span>It’s really not about screwing your party
over; it’s about maintaining an element of surprise and reality.</span></p><p class="MsoNormal"><span style="font-size: small;"> </span></p><span style="font-size: small;">
</span><p class="MsoNormal"><span style="font-size: small;">This post was written as part of <b>An Adventurers’ Guide to Equipment aka All About Gear</b>, the latest
in our <b>Small Bites</b> editions. Each <b>Small Bites</b> book looks
deeply at one subject, a character archetype, a race/monster, a style of
questing, or some other role-playing/world building subject.<span> </span>This one is showcasing the gear adventurers
would want with them on missions.<span> </span>Not
just the boring stuff, but some of the “normal” stuff with some variation and
some style.</span></p><span style="font-size: small;">
</span><p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you interested.
If you want to see the World Walker edition for <b>FREE!!</b> <a href="https://www.drivethrurpg.com/product/352443/An-Adventurers-Guide-to-Equipment-aka-All-About-Gear">click
the link here</a>. If we’ve hooked you and you want to get the full 42
pages of content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-13494246234372931342021-01-31T06:00:00.007-06:002021-01-31T06:00:00.289-06:00Cosmic Horror Themes in FRPGs<p>There is a wonderful thing about cosmic horror: no one knows what’s going on. OK, some people know something is going on, but 99.99% of the people have no idea. Usually, the concepts fall into three categories:<br /><br />#1 The vast majority of the mortals have no idea what’s going on. So what if a 3,000 years ago some ancient spirit/monster/god crashed into the world? If a person was lucky enough to survive to pre-adolescence and therefore had the ability to begin to consider philosophy and other big thoughts, they only have another 50 or so years to worry about. If nothing has changed (in their opinions) in 3,000, the next 50 look pretty safe.<br /><br />This is the farmer who must worry about plowing, seeding and harvesting. He is not going to waste his time wondering if the chaos magic on the other side of the world might be a beacon to similar cosmic entities. He cannot see this affecting him. Oh, things are different if his neighbor sacrifices his daughter to one of these cosmic crazies and then hides the demigod-like thing in the barn, but other than something like that, he just doesn’t care.<br /><br />#2 The intelligentsia have a habit of dismissing things outside their books. These folks have studied so they “know” the limits and boundaries of magic, and they refuse to think that something could work outside the rules that they have set in place. Substitute science for magic here, they both act similarly. Unless their professor told them it could be true, they are going to deny that it could be. They would rather be condescending towards those attempting to learn than accept that their understanding of how things work might not be accurate. (Please note the use of the term “intelligentsia” here. You may define this word differently than we do. We are not dismissing all scholars or scientists, just the ones with the attitude described here, and there are too many of those!)<br /><br />#3 There is a tiny percentage of the people who, probably because of something absolutely horrifying happening to them, know that there is something out there and it is beyond dangerous. But even among these people, there are those who want to hide away from this knowledge, some who have been driven insane by it and are therefore no longer reliable sources of information, and a few who want to learn more.<br /><br />These few trying to understand face enormous obstacles. Not only do the cosmic horrors often like to work in secret, but they may have secret cults who worship them, and these cults will act to keep the secrets. Add to this the concept that most mortal minds cannot fully grasp the magnitude of what the cosmic horror represents. As we see in so many stories, the more you learn, the less your grasp on sanity. (We aren’t saying reality here, because the insane just might have a better grasp on that than we’d like to give them credit for.)<br /><br />Why does this matter? Because as a world builder, you can run dozens of campaigns in your game world without once drifting into the cosmic horror style, and then run a full-on cosmic horror campaign, and it makes sense. The PCs and NPCs in those other campaigns - They weren’t in the know. They had no idea and no glimpse of what was going on behind the cosmic veil. You don’t even have to retcon anything to make this work.<br /><br />And if you choose to, once the cosmic horror campaign is over, you don’t have to make any future campaigns venture in there if you don’t want to. It’s tough to close that barn door once opened, and the players may be clamoring for more, but if the PCs aren’t aware of what’s going on around them, they don’t get to know. Besides, cosmic entities work in terms of centuries. What are the chances that multiple cosmic horror events would happen near each other in time? OK, they’re pretty high, because they are happening all the time, but the PCs shouldn’t know that.<br /><br />But who are these entities? That is a much bigger question. Well, who can we compare them to? The best comparison is the gods. Both cosmic entities and the gods have incredible amounts of power - enough power to make miracles happen. Both dwell outside of the mortal realms. Both have worshippers on the mortal worlds. In fact, the cosmic entities are often called “old gods”. So, are they gods then?<br /><br />Honestly, we’ll leave that for you to decide. The question we think needs to be asked is, “Why are you treating the gods that the religions of your world worship differently than the cosmic entities?” What makes the old gods mean and creepy, but the pantheon gods happy and helpful? Think that the “good” gods can’t be mean and spiteful? Read more about Hercules and Hera. She’s often considered helpful to humanity.<br /><br />We think the point here is that the old gods are considered mysterious and unknowable, but the religions find their gods to be understandable and even predictable. Who’s right? Well, we think both styles of gods need to be mysterious and unknowable. That doesn’t change the assumption of the religious. They believe that they understand their god(s). They have communicated with these gods, and they believe they are on the right track and following the gods’ will. And maybe they are on the right track, but that has nothing to do with understanding the gods.<br /><br />The gods are immortal beings of enormous power. A mortal cannot think like a god and therefore cannot understand one. A god’s plans could easily take a century or more to come to fruition. Over the course of that century, the god will have been revising and improving the plan. There should not be a means by which a mortal can foil it, unless another god has been interfering and arranged it so the mortal is in place to foil the plan. That’s perfectly understandable.<br /><br />Would a god intentionally let a plan fail in order to position themselves for an even bigger plan a generation down the road? Absolutely! After all, they need to fake out their rival gods, and how better than to appear defeated?<br /><br />But what do the gods want? We have made it pretty clear in a lot of our writings that the way we run divine beings is this: Divine creatures survive by consuming the adoration or fear of mortals. The concept of eating or consuming is probably just a mortal’s mental paraphrasing of what is actually happening, because we cannot fully understand, but in any case, they need this fear or adoration. Adoration comes from mortals sending prayers, love, awe, etc. One of the best ways they can receive this is to establish a religion and get tons of followers to send prayers. Of course, the gods usually need to help these religions or they don’t thrive, so it is a give and take.<br /><br />But the bad guy divines live on fear. They too might have religions, but instead of happily praying to their god(s), they are making sacrifices in hopes of avoiding their wrath. This could be organized religions (think about the Aztecs), or demons pulling stunts, or cosmic entities causing fear simply by being powerful, scary and unknown. Let’s face it, the unknown is scary! If you were trying to install fear into a group of mortals, staying “unknowable” would be a good way to accomplish it. Of course, you can’t be so unknown that no one fears you, but there is a delicate balancing act in there. Plus - they don’t need to know what they’re afraid of for the being to gain.<br /><br />Maybe you want your cosmic entities to be more powerful or more mysterious than your gods. That’s fine. But we really think that you need to make your gods a bit more mysterious than what has been used in some past RPGs. Once your gods have hit points, they have ceased to be the powerful beings they should be. You need them to seem a bit more cosmic horror than that!<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Mention"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Smart Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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</p><p class="MsoNormal"> </p>
<p class="MsoNormal">This post was written as part of <b>The World of Sylansse
aka All About Highest Fantasy</b>, the latest in our <b>Small Bites</b>
editions. Each <b>Small Bites</b> book looks deeply at one subject, a
character archetype, a race/monster, a style of questing, or some other
role-playing/world building subject.<span style="mso-spacerun: yes;">
</span>This one is showcasing a world where nearly everyone has access to
magic.<span style="mso-spacerun: yes;"> </span>No, not every sharecropper can
cast spells, but they can hire rain makers or consult herbalists.<span style="mso-spacerun: yes;"> </span>And most of the adventurers have something
more fantastical up their sleeves, whether it be magic or racial.</p>
<p style="margin: 0in;"><span style="font-size: 10pt;">We hope we’re getting you
interested. If you want to see the World Walker edition for <b>FREE!!</b> <a href="https://www.drivethrurpg.com/product/345076/The-World-of-Sylansse-aka-All-About-Highest-Fantasy" target="_blank">click the link here</a>. If we’ve hooked you and you want to get the full 55
pages of content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span style="font-size: 10pt;">click
here</span></a><span style="font-size: 10pt;">.</span></p>
<p></p>BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0tag:blogger.com,1999:blog-1842087556081043371.post-45166817149129034142021-01-05T05:00:00.001-06:002021-01-05T05:00:04.742-06:00Combat Experience and Experience<p class="MsoNormal">Our latest Small Bites edition is All About Characters.<span style="mso-spacerun: yes;">
</span>Obviously, entire books (rule books and others) have been written about
characters, so this is certainly not intended to be the end all and be all.<span style="mso-spacerun: yes;"> </span>But there are some really important points
that need to be discussed about characters when world building.</p>
<p class="MsoNormal">First of
all is experience.<span style="mso-spacerun: yes;"> </span>According to a lot of
rule books, the only way to get experience is be involved in battle.<span style="mso-spacerun: yes;"> </span>We checked a competitor, and in a 300+ page
book (one of three main rule books), there are 12 lines concerning the idea
that there could be learning experiences outside of combat.<span style="mso-spacerun: yes;"> </span>“Noncombat challenges” requires less than a
quarter page, less than half the space on that page given to the artwork.</p>
<p class="MsoNormal">We think
it’s a little more important than that, but we have it easier.<span style="mso-spacerun: yes;"> </span>By using a points based character creation,
we can give character points (effectively experience), and these points can be
used to advance skills that do not relate to combat.<span style="mso-spacerun: yes;"> </span>Why does that matter?<span style="mso-spacerun: yes;"> </span>Because without it, every stable boy,
bartender, alchemist, and even most of the politicians are Level 1 or Level 0.<span style="mso-spacerun: yes;"> </span>Let’s be practical - that means they are
useless.</p>
<p class="MsoNormal">Class
based systems have it hard.<span style="mso-spacerun: yes;"> </span>It is
difficult to justify advancing an NPC in levels while they are staying
home.<span style="mso-spacerun: yes;"> </span>But in some cases, this is exactly
what should be happening.<span style="mso-spacerun: yes;"> </span>We definitely
need an example here:<span style="mso-spacerun: yes;"> </span></p>
<p class="MsoNormal" style="margin-left: .25in;">An alchemist spends six months out
of the year making minor healing potions that get sold to adventurers and
military quartermasters.<span style="mso-spacerun: yes;"> </span>But he spends
the other six months of the year in research and development.<span style="mso-spacerun: yes;"> </span>He is desperate to create a new potion, but
he never fights or kills anyone.</p>
<p class="MsoNormal">It is
always difficult for us to stay off our soap box, so we’ll try to be straight
to the point.<span style="mso-spacerun: yes;"> </span>we don’t see why an
alchemist, an enchanter, a weaponsmith or most NPCs need to be in combat to
advance.<span style="mso-spacerun: yes;"> </span>A farmer who has been at it for
decades is likely to be a better farmer than his son, because he has farming
experience.</p>
<p class="MsoNormal">Our
farmer didn’t get a quest to harvest crops; he just went out and did his
job.<span style="mso-spacerun: yes;"> </span>He got good at it.<span style="mso-spacerun: yes;"> </span>So, he should be a better, maybe higher
level, farmer than say his son.<span style="mso-spacerun: yes;"> </span>How can
the systems handle this?</p>
<p class="MsoNormal">In <a href="https://www.drivethrurpg.com/product/12637/Legend-Quest-GOLD" target="_blank"><b style="mso-bidi-font-weight: normal;"><span style="font-family: "Times New Roman Bold",serif; font-variant: small-caps;">Legend Quest</span></b></a>, NPCs get 10 character points
per year for doing their normal jobs and living their lives.<span style="mso-spacerun: yes;"> </span>In this way, a person is advancing every year
- just slowly.<span style="mso-spacerun: yes;"> </span>(An average adventure
should yield about 25 character points.)<span style="mso-spacerun: yes;">
</span>If something gets wild, they might earn more.<span style="mso-spacerun: yes;"> </span>Like what?<span style="mso-spacerun: yes;">
</span>A brewer in a beer contest, a farmer surviving a drought or locust, a
ferryman handling a major flood or storm; these things might grant bonuses.</p>
<p class="MsoNormal">What
about in class based?<span style="mso-spacerun: yes;"> </span>The best
suggestion we have for you is to allow your NPCs to earn skill levels.<span style="mso-spacerun: yes;"> </span>Honestly, it’s not so much # of levels per #
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</p><p class="MsoNormal">This post was written as part of <b>The Lost City of
Ballogfar Part III aka All About Characters</b>, the latest in our <b>Small
Bites</b> editions. Each <b>Small Bites</b> book looks deeply at one
subject, a character archetype, a race/monster, a style of questing, or some
other role-playing/world building subject.<span style="mso-spacerun: yes;">
</span>This one is showcasing characters, specifically adventurers, the types
who would come running when they heard about this fabulous fantasy ruin.</p>
<p style="margin: 0in;"><span style="font-size: small;"><span>We hope we’re getting you
interested. If you want to see the World Walker edition for <b>FREE!!</b>
<a href="https://www.drivethrurpg.com/product/342076/The-Plunderers-of-Ballogfar-Part-III-aka-All-About-Characters">click
the link here</a>. If we’ve hooked you and you want to get the full 68
pages of content in the Game Masters’ edition, </span><a href="https://www.patreon.com/boardent"><span>click
here</span></a><span>.</span></span></p>
BoardEnthttp://www.blogger.com/profile/15462361536278304286noreply@blogger.com0