Showing posts with label Fluff/Inspiration. Show all posts
Showing posts with label Fluff/Inspiration. Show all posts

Saturday, March 1, 2014

The Spice of (Fantasy) Life

This is a puff piece - just wanted to warn you

I do far more research into fantasy era stuff than any sane human being would do. Even still, I have had a couple of folks challenge me on some of my assumptions and descriptions, so there are folks who are even more far gone than I am.

One of the things I love figuring out is what people in fantasy environments would do with what they have. Let’s take spices. First off, while modern “chefs” dump tons of garlic on everything in order to seem brilliant, I have my fantasy types dumping onions into anything that might be described as savory. But that’s easy.

Lemons and limes don’t grow well in most climates and don’t ship well, so what do you do? Verjuice! Verjuice is (typically) the juice of sour grapes. (I will spare you my sour grapes puns, they were really bad!) In so many ways it was used the way we use lemon juice now a days, sour, easily gotten, typically locally grown. You can use vinegar instead, but that completely changes the flavor. But speaking of vinegar - Fletnern’s cuisines are dependent upon what types of vinegar they use. Wine? Cider? Malt? I normally don’t like vinegar, especially the way it is frequently used in German cooking, but I do love malt vinegar on my beer battered fish.

The other big one I have had to add into my fantasy world is garum. This was a Roman condiment - a kind of fish sauce, typically the fermented guts of fish. Sounds disgusting, right? If so, then why did they use it so much? I’ve never had it, but I have to admit something in my life - I flavor things with anchovies all the time. I know a lot of you just threw up in your mouths a little bit, but I put anchovies in chili (not cooked in it, added afterwards or the flavor overwhelms the whole thing), in tuna salad, in salads, etc. Anchovies - not just for pizza anymore! I think the flavors must be sort of similar - fishy and salty.

So - verjuice, vinegar, and garum - three condiments that were extensively used in ancient times that can be added to your campaign world to toss in some realism and some culture shock. I still believe that if you can get your players talking about the fantasy world as though it were real, you have gotten them to invest in your game, and they’ll keep coming back!

Monday, March 21, 2011

How old?

So I have been going through some boxes that are cluttering up the office. The idea was to image all of my hand written notes so I can throw out the paper, but still have the stuff on them. I’m up to scanning over 600 pages, so it is a fair amount of “stuff”. So I’m trying to figure out if any of this stuff is already in a file somewhere, and I’ve been opening up files on my computer that haven’t been touched in a while. How long? 20+ years. Yeah, creepy! Forsbury was created over 20 years ago, and the campaign we started there at that time is still running. Fletnern has been around for about 30 years, and Rhum and Brinston were the first cities. That doesn’t bother me as much; I guess because it hasn’t been one set of characters running the entire time.
Have I learned anything? Sure - type everything into the computer when you start, so you don’t have to scan or re-type it later! Thank goodness that Adobe makes cutting and pasting images simple!
Last week I posted about permanent enemies. One guy who we normally classify as a permanent enemy (even though he is now more of an ally) is still active in the campaign. When did he show up? the third mission! Not too many of my NPCs have survived and stayed interesting for two decades. (OK, there is a handful, but probably not too many more.)
Why am I doing this, the whole scanning thing? Because there are a couple of things I want from these old adventures. Some include towns and places that I put a little time into, but then didn’t use again. I’d like to get those on the maps and have them available for future use. Same with a couple of new monsters and spells. Every game/campaign can always use more of those. Some of the stuff isn’t old adventures, but instead notes and ideas I was generating. Some of them are even good.
I’m a better writer and game master than I was 20 years ago, but that doesn’t mean I should take that old source material and allow it to come back to life. Maybe a little polishing is needed, there are still a lot of diamonds in that rough! That reminds me of the review Legend Quest got in Dragon Magazine all those years ago: A real gem of a game. One of the best systems I’ve ever seen.

Saturday, January 1, 2011

Persuasion

This is an article I wrote for a small press gaming magazine 15 years ago. The magazine went under before it was published, but I thought it would make a good blog post.
In a tournament I once ran, one character was an inquisitor (a torturer). He had worked for the Duke of the region for many years and become one of the most feared men in the region. Upon the Duke's death, a wild romp had begun over who the successor would be (the main point of the tourney). This inquisitor backed a nephew of the old Duke and the two of them were able to bluff their way into the palace and passed all of the guards protecting their rivals (well, all but the golem that killed them both, but that's another story).
These characters did not fight and kill everyone that opposed them, they intimidated. "Do you want to be the next one on my rack?" is quite a fitting argument to avoid conflict. Granted the torturer was skilled in intimidation and had an extreme presence about him, but this type of "attack" can be quite powerful.
In many games people are afraid of dragons. Anyone not afraid of dragons either has a game master that has been too nice to them or a lack of good sense. Why are people afraid of dragons? Because they breathe bone-frying flames and can bite a steer in half. Pretty good reasons to fear dragons.
What about normal adventurers? Farmers and merchants should have a healthy fear of these battle hardened veterans, even if only because the rumors of short tempers and fast blades. Not to suggest that adventurers should be able to bully their way through any town, but they should certainly be respected and treated with care.
A solitary orc guard facing a troop of six armored and mounted men backed by a dangerous looking wizard should flee in terror or quickly lose his life. There is no reason for the orc to stand his post only to be cut down by the first initiative rolled by the adventurers, yet this happens time and time again. Common sense, even in a simple and stupid creature, would have the orc flee no matter how afraid of his boss he might have been. Only a religious fanatic or other berserker warrior would face down six opponents when any one of them could easily defeat him.
Remember the gun-fighters in the old westerns? The second they walked into town, parents started bringing their children in off the streets. Store keepers closed early. The local sheriff walked out to discuss the fact that he "didn't want no trouble". How did the people in these little town know that these were gun-fighters? Could it be the fact that they walked into town wearing weapons in plain sight? Could it be the fact that their clothing often looked like it had been through a battle? Could it be the killer look in their eyes? Could it be the fact that nobody looking like them lives anywhere around here? Do these things sound exactly like how most adventuring parties enter a town, no matter what the genre?
The people in the town they have just entered not only know they are there, but they will know where they are staying, what they look like, and have made up several rumors about what their real purpose is. These adventurers should have an awe power over the generic farmers in a town. They should be able to intimidate just about anyone. The civilians will either worship them as heroes or fear them as the vilest villains.
As for the adventurers themselves, why are they not afraid? Should the thought of annoying the local baron and bringing down the full weight of law enforcement intimidate the party? One would think it would, but typically the local baron had better have several warriors more powerful than the party if he wishes to keep himself safe. Unfortunately with the average adventuring party, powerful guards becomes a test of machismo vs. machismo. No self-respecting adventurer can allow the baron’s bodyguards to scare him away. Killing the baron becomes a matter of honor, whether there is a reason for it or not.
Even in situations where the game master outright tells the characters that acting against this certain person will mean your death, they typically insist upon testing the theory. OK, so only berserker warriors, religious fanatics and adventurers will fight battles that they have no reason to believe they will win.

Saturday, November 27, 2010

Campaign Calendar

I am always stressing, here and in my books, that the world does not revolve around the adventurers. As a way of forcing that issue, I like to make out a calendar for the year (in the game world). That way, I have certain major news items happen, no matter what is going on in their lives. These typically aren’t the major wars and battles, but more of the softer side of life. For example - One of the main characters in our longest on-going campaign is a major noble. As such certain things are expected, such as attending weddings and other social gatherings. Right now it is the first month of the game year, and I’m planning the noble weddings for the year. As the year goes on, adventures and other missions might put this character on the other side of the world when a socially important wedding is occurring. That causes drama in the character’s life.
I think about this like Stan Lee did for the early Spiderman stories. You know how real life kept interfering with his adventures? He also had to figure out how to pay the rent. He got fired from his job(s) if he kept vanishing into a broom closet to change into his superhero suit. The question is - Do you want your adventurers to have lives like Batman, where every social gathering that occurs is really only an excuse to have the PCs start a mission, or do you want them to have to role-play realistic characters that have back stories and players who are strongly attached to them? (All anti-DC statements are directed against the DC comics from decades ago and not necessarily recent movies that make up all of what some of you youngins know about comic books.)

Sunday, November 21, 2010

Patrons of Adventure

I believe very strongly that adventuring parties need patrons or sponsors. Here’s my thinking: The local Duke’s daughter has been kidnapped and he needs someone to go rescue her. So he turns to this group of cutthroats who answered an ad in a bar somewhere and entrusts them to return his daughter to him safe, sound and still virginal. WHAT!?!? But that’s how adventures often times work, right? Someone needs something very important done and they hire a group of mercenaries that they have never met, but that they believe can and will kill for them in cold blood. Is that really who they want to trust? How many adventures start with, “I need you to do something for me, but you have to keep it a secret.” Right - Someone important has a secret to keep, so they trust a stranger, let alone a group of strangers?
I think adventuring parties need a sponsor or patron - a person or organization that frequently employs them. This lets the employer come to trust the group, and perhaps on occasion vouch for them to other organizations in need of help. But who am I talking about?
Merchants are probably the best for this. They have money and frequently need mercenaries for a variety of reasons. They are also masters at organization. They have allies among other merchants and often into the political arenas, so they can “lend” their teams to others.
Churches are good too. They may have various needs and are unlikely to have the right style of people who can take on the more dangerous or violent tasks. They also have allies among the other churches who might have needs as well.
Obviously, political powers can be patrons too, but they usually have standing armies of their own. This means that the jobs they need done would have to be something the army cannot handle on their own, which may put a heavy influence on what will and won’t work intelligently.
Let me give an example: The players find a treasure map on a mission and decide they are going to sail to the deserted island and dig up the treasure. They now need to go to the docks, find a ship and/or a captain, likely hire a crew, arrange for supplies and logistics, possibly worry about the import tariffs that will exist when they return and a whole slew of other really boring things that the PCs are probably not cut out to take care of in the first place. However, if their patron says, “I want you to go retrieve a buried treasure”, the patron will have already taken care of the ship, crew and supplies. If you let the PCs do it, what’s to say they won’t hire Long John Silver and his crew of pirates? While the patron is arranging for the ship and crew, he probably has arranged for the players to stay at a particular hotel and handled many of their living expenses.
Patrons shouldn’t make the campaign boring, but they help to pull it all together. When a new patron approaches, he will likely want to try them out on something less important and as he grows to trust them, then he uses them for the really important and profitable stuff. If they show loyalty back, they will find themselves tied to the patron and embroiled in whatever intrigues affect the patron (allowing for more adventures). A campaign shouldn’t have just one patron. Maybe after proving themselves useful to the Mayor, he tells the Baron about them, and later, the Baron tells the King, and as they grow in experience, they get passed up the chain of command.

Saturday, November 13, 2010

What’s a Noble to Do?

Thinking back on historic nobles - In a lot of ways we think of them as soldiers and tax collectors. But if you read some of the histories closely, you find out about the kings granting this deed of land and that deed of land to the nobles. Sure, sometimes these were just tracts of land filled with sharecropping peasants, but sometimes it was more. Sometimes it was towns or villages. Sometimes it was mills.
I’ve made no secret that the nobles in my world are also merchants. I think this makes really good sense. I think the lesser nobles would have controlled the mills, so that not only did they collect the tax on the crops, but then they also get a share of the profits from milling the grain. This works even better when the noble lord is the soldier and his younger brother is the miller. But extend it - The nobles control all the land so they make perfect ranchers. Think back to the Old West where the ranchers controlled the law in the towns and no one could stop their cattle herds from wandering into corn fields.
In Fletnern, the major noble activity is the crafting of wines. They own the vineyards, they control the serfs, and they are the ones making the wine. Of course, if they produce enough wine to export, they are going to be the ones transporting it, and likely taking others along with them for the ride. After all, they have private armies, why not split the army during times of peace and send half to protect the caravan from bandits?
Don’t stop here. Think of all the commerce driven mainly by land ownership. Quarries, mines, any water powered mill, lumber camps, shipyards. The logic is this: If nobles control most of the land and some guy discovers a diamond mine, wouldn’t the noble who controls that land simply take over, no matter what agreement he originally had with the prospector? And if he didn’t control the land, he’d contact his buddy the king and have the land granted to him and then kick the prospector out. If it’s a valuable enough diamond mine, the king might even send an army to help the noble take that piece of land away from the neighboring king.
I’m not saying that only nobles can be merchants, but when you’re the one who gets to make the laws, why would you be content to simply collect taxes, while others got rich, especially if they might be getting richer than you?

Monday, November 8, 2010

Great Material

In our book Character Foundry, we set out the concept of “Great Material”. Surround yourself with great ideas and they will spark ideas within you. Further, you can take bits and pieces from other things and incorporate them, making your job as GM easier and often times better. An example was using the annoying friend from an old sitcom and marrying him to the real estate broker from a current movie to make an NPC couple you need in a city. Poof - You know what they look like, sound like, and probably how they will act in many situations. But when do you do this? You do it for the really big games.
Take our merchant war. There are so many characters buzzing around this thing, many of which have never entered into play before. How does a GM intelligently guide the NPC actions and reactions? By knowing the characters. But you can’t do that (at least not easily) for three dozen made from scratch NPCs. Giving some of these new NPCs personalities from movie characters, I can far more easily think, “What would Draco Malfoy do?” This does a couple of things - Mainly, it gets me there quicker. Also vital - It stops everything from being logical. What a boring and easily defeated world you would have if all of your NPCs were logical. Sure, the smart move might be to forgive and forget, but if the NPC is brutal and vindictive, that ain’t gonna happen! Maybe some NPCs are cowards and even though they have the might to force their will, they might be afraid to risk it. Or the reverse might be true, and the character might be the world’s greatest bluffer and his assumed might is really all illusion (maybe literally).
Personalities aren’t that important for NPCs you expect to be killed before they utter a sound, but for the big games, especially the ones that don’t involve a “dungeon”, you need to know more about the bad guys!