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Roleplaying Tips Weekly E-Zine Issue #210
Drag & Drop Game World Organizations - Contest Entries
Contents:
This Week's Tips Summarized
Drag & Drop Game World Organizations - Contest Entries
- The Necroassembly
- The Institute
- The Sons Of The Blood
- The Solvianeese Restoration Society (SRS)
- The Society Of New Light
- The Cloaked Flame Guild
- The Dwarven Youth, Future Heroes, Mountainmen
- Yggdrasil: ISP Agents In An Age Of Corporate Domination
- Mirror Of Amaterasu - A Pan-Asian Hacker Group
- Dogs of Actaeon
- Order of Pan Gu - Rogue AI Programmers
- Sons of Loki
- Tu's Spear - Vigilantes Unite!
- Church Of The Fermented Revelation
- Sentinels Sinistra
- The Heminae
- The Mystlings
- The Ministry Of Guild Regulation
- The Crowners
- The Dreamhunters
Readers' Tips Summarized
- Knock 'Em Dead With A Funeral
From: Sean Brasher
- Take An In-Game Break To Refresh The Group
From: Asbj¿rn Hammervik
- Dungeon Mapping Tool (PC)
From: Asbj¿rn Hammervik
- The Scoop On Electricity And Armour
From: Michal Rutkowski
Return to Contents
A Brief Word From Johnn
New Contest - Game World Organizations
This week's issue consists of entries from the Game World
Organizations contest. There's just one week left, so be
sure to get your entries in soon!
Prizes:
Entry Deadline:
- Saturday, March 6th, 2004, Midnight MT.
Entry Rules:
- To enter, email me one or more group or organization
concepts in the following format:
- Group name
- Membership details (Who belongs or can join?)
- Group purpose (Why does the group exist?)
- Plot hook, conflict, or story ideas
- Winners will be selected randomly from dice rolls,
naturally. :)
NPC Essentials Reviewed
My book, GM Mastery: NPC Essentials (and one of the prizes
for the current contest) has been recently reviewed:
http://www.silven.com/adnd.asp?case=show&id=227
Great Book
I'm nearly done Gardens of the Moon by Steven Erikson (see
Brief Word, Issue #206). I can't put the book down, though
I'm reading it at a slow rate because my free time lately is
absorbed in writing GM Mastery: City Essentials. Not
everyone will like the book, but I feel Planescape fans and
Black Company fans should check it out.
http://www.sfsite.com/06a/gard58.htm
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Buy it here:
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Return to
Contents
Drag & Drop Game World Organizations - Contest Entries
Following are some of the entries I received from the
current Game World Organizations contest. I think these are
an awesome GM tool as they can be dropped into your
campaigns, woven into your stories or plots, or used as
PC/NPC background materials. I hope you find them useful and
entertaining.
I'll be publishing the rest of the entries in future issues
of the ezine; so, if you like these puppies, then stay
tuned.
- The Necroassembly
From: Remko van der Pluijm
This organisation is dedicated to the forbidden art of
grafting (replacing a limb with a limb or bone from another
creature). One who wants to join the Necroassembly (called
this way because the former was obsessed by undeath grafts)
must be able to create a graft or be willing to learn this
foul ritual. In addition, he must also have a graft or be
willing to receive one. Of course, the necessary magical
skills are requirements.
The reason for this group's existence is their common goal:
to take away the limitations of the human body by replacing
its limbs with grafts from corpses, strange creatures, or
animals. Ultimately, they want to create a superhuman.
A couple of possible plots to encounter this group are:
- The party notices, or is notified, that bodies are being
dug up from the local graveyard. The bodies have been
stripped of their limbs and their trunks left behind. Upon
further investigation, the party finds out there is a group
of strange and abominable people wandering around in the
nearby village. They have pillaged some of the other
villages in the neighbourhood and are going back in the
party's direction.
- The group might contact the PCs through a third party and
hire them to capture strange beasts and monsters.
- Social encounters might get interesting as group members
try to hide their grafts from a malicious, misunderstood
public.
- Should a PC fall in combat for any reason within a town or
city, it might be possible that this group acquires his
body. Perhaps they've posted a generous bounty on bodies
through underworld channels. The PC might wake up with a
graft! Alternately, a killed PC might be resurrected and
given several grafts. The Necroassembly expects the PC to be
loyal to their cause, or at the very least, pay off the debt
he owes them for his resurrection and "improvements".
- To place this wicked group in a modern or future setting,
the group members could be mad scientists, trying to create
a perfect race from different animals.
- Within a future setting, the grafts could be of different
types of aliens.
Return to Contents
- The Institute
From: Veljko B. Petrovic
Goals: The institute is an organization that claims to
strive for the control of magic. They don't exactly want to
abolish it, but they feel that any new developments should
be examined (to prevent the disturbance of balance) before
being ruled as an allowable practice. They constantly hound
wizards that use too much magic for their taste (any ninth
level spell in their "earshot" should get them running).
While most members believe in this doctrine, the head
council (Circle Of The Silent Ones) is actually comprised of
jealous arch-magi who want to lessen the competition. This,
of course, is kept a guarded secret.
Membership: There are four branches of membership.
- The laymembers. Rich and influential people who either
believe in the official Institute doctrine or find it
convenient to be members (i.e. having friends and/or
contacts who are influential and magi).
- The operating branch. Basically, mercs doing the
Institute's dirty work. This occasionally results in some
crackpot going on a crusade against magic.
- The Silent Order. The mages of the institute. They are
involved in the organization and safekeeping of magical
knowledge.
- Circle Of The Silent Ones. Leaders of the Institute and
arch-magi.
Roleplaying ideas:
- The PCs go on missions for the institute to investigate
some powerful spell-casting or to secure some new spell.
- As the Institute is rare in their lands, the PCs are hired
to investigate this new power by a local mages' guild.
- The Institute, several secret services from a dozen other
guilds, and a secret society or two are after the same thing
(say, the man who invented a revolutionary new way of magic
item creation). The PCs either join one of the fractions or
pursue that 'something' for their own ends.
By the way, this was inspired by "The Institute" in Jack
Vance books.
Return to Contents
- The Sons Of The Blood
From: Veljko B. Petrovic
Goals: This secret society is founded by human (Or some
other local majority group) supremacists. Their ultimate
goal is to rid the land of "those vile mongrel demi-humans".
Membership: Mostly the lower caste, especially old war
veterans, out-of-job laborers, and similar folk. The upper
echelon of the organization, however, is aristocratic.
Roleplaying ideas:
- The demi-human players get targeted by Sons Of The Blood
thugs. The PCs will probably find this annoying (or at lower
levels, frightening) and will react.
- The PCs' favourite city is suddenly being abandoned by
demi-humans as their shops are getting vandalised and some
are even being lynched. Nobody knows exactly who is doing
this, but a great deal of graffitti reading "SOTB" is
appearing on the streets.
Return to Contents
- The Solvianeese Restoration Society (SRS)
From: Veljko B. Petrovic
Goal: This is a loosely knit group of archaeologists, mages,
and scholars who want to restore the Solvianeese
civilisation to its former glory and to delve the depths of
its mysterious magic technology.
Membership: Archaeologists, historians, mages, and scholars.
PCs could become members if they had Knowledge, Ancient
History of at least ten ranks.
Roleplaying ideas:
- The SRS sends the PCs to probe the depths of ancient ruins
in order to find new information they need.
- The Society's careless tinkering with
ThingsManWasn'tMeantToKnow(tm) might lead to disastrous
consequences. They could, for example, unleash a lich (or
demilich, vampire mage, mummy lord) that was trapped in some
sarcophagus for half an eternity.
- For a more subtle (but potentially campaign wrecking)
effect, the Society successfully reconstructs a useful
Solvianeese device (say, the equivalent of a steam engine)
thus creating an industrial revolution in an unprepared
world.
Return to Contents
- The Society Of New Light
From: Veljko B. Petrovic
Goals: This society is best at home in large, centralised,
and religiously oppressive empires. It seeks to overthrow
the corrupt Emperor and his Holy Inquisition to usher in a
new era of prosperity and enlightenment.
Membership: Freethinkers, artists, rebellious mages, and
representatives of the downtrodden masses. The PCs ought to
be able to join.
Roleplaying ideas:
- This society can play a central role in a campaign based
on social inequality.
- The PCs might be hired by a third party to hunt Society
members down or to help them, depending on group's
alignment.
- A good game-starting hook is to have the players rotting
in jail then have them escape (or be released) with the help
of some strangers who depart, leaving the players only a
symbol of their Society and perhaps an assignation in some
remote place (The Bunch of Grapes tavern in Septorum on the
23rd of Darkwinter. The password is 'swordfish' :D ).
Return to Contents
- The Cloaked Flame Guild
(aka The Stick Waver Patrol in Thieves' Cant)
From: Veljko B. Petrovic
Goal: This is an underground guild of mages (well, mostly
sorcerers and bards) that does magic services for the
underworld.
It has two basic goals:
- Make a lot of money
- Survive
Everything else is subservient to that.
Membership: Any arcane spell caster can join if he or she is
good enough. A simple task combining both magery and
thievery is often enough to win a membership (say steal the
new formula of the sleeping potion from Dreuhter the
Alchemist and make it for us). The NPC membership should be
a repository of villains for good aligned PCs, picturesque
scoundrels for a more cheerful role playing experience, or
fellow psychopaths if your PCs make Sauron look like a boy-
scout.
Roleplaying ideas:
- This could represent the mage guild in places where magic
is illegal, or it could serve as a mage guild for the
shadier PCs.
- A simple two to three session adventure would involve
having your players be an inquisition squad sent to root out
these villains from the city underworld.
Return to Contents
- The Dwarven Youth, Future Heroes, Mountainmen
(aka Disposable Youngsters For Hopeless Missions)
From: Elena "of Valhalla" Grandi
This is an organisation within most Dwarven clans that
gathers young warriors under the command of a clan elder. It
is mostly made up of lower class members, with little to
lose and some hope for social improvement. It can also
consist of younger members of older families who have a
taste for adventures or disagreements with the family
elders. Any dwarf of the clan can enter the organisation as
long as he (or she) is of legal age. A member can leave at
any time _between_missions_.
They are probably the less disciplined part of the dwarven
armies, being divided in small bands of 2-6 who can, to a
certain extent, choose their own missions from a list
available in the organisation's headquarters. Such missions
are usually of the "suicidal" or the "long and uncertain"
kind, with little chances of success. Consistent rewards and
the chance to acquire some fame always drives in new members
though.
Members of the organization also get more freedom from the
family authority and more chances to get in direct contact
with their clan elder (and being listened to) than usual for
dwarves of their age.
With the high chances for adventures and loose requirements,
the organisation could be appealing for a PC at the
beginning of his career, while more experienced ones could
be interested in the ability to get private audience with a
clan elder with little questions asked.
Return to Contents
- Yggdrasil: ISP Agents In An Age Of Corporate Domination
From: Tyler Elkink, Contributing Editor
Tokidoki Entertainment Journal
http://www.tokidokijournal.com
This group is good for cyberpunk or other "don't trust the
elite" high-tech themes.
A special team with members who have trained both in black
ops and high-tech, Yggdrasil spreads the memes of its
backer, perhaps an honest branch of government or an ethical
"rebel" corporation.
They travel alone, setting up temporary Net access points
with their portable network systems. They use standard
message systems to alert interested parties and remain in a
specific area for a length of time from one hour to two days
maximum.
The corporations try desperately to find them but are
restricted by the fact that the Ygdrasil software is coded
specifically to detect corporate intrusion. At the first
sign of trouble, Yggdrasil broadcasts an alert and packs up,
moving on in less than five minutes.
Return to Contents
- Mirror Of Amaterasu - A Pan-Asian Hacker Group
From: Tyler Elkink
The MoA is eager to prove their worth to major Net legends.
They want to set up an official alliance with like-minded
military or corporate groups and either redeem their ethnic
group or free it. They are highly skilled technically but
almost totally incapable of operating outside their
environments. Most are HS or college students.
Return to Contents
- Dogs Of Actaeon
From: Tyler Elkink
This group is made up of former agents of either side in a
large war. Regarded as traitors by both sides, the Dogs are
combat, spy, or hacker veterans stranded in DMZs who found
safehouses inhabited by both sides.
The Dogs are working towards a "truly free" world where they
don't have to worry about charges of desertion or of being a
traitor for simply trying to survive. Both sides know of
them and consider them idealistic, not a huge threat, but
representing a tremendous pool of skills.
Since they are deserters in war, most military personnel are
willing to shoot them as soon as they recognize them.
Return to Contents
- Order of Pan Gu - Rogue AI Programmers
From: Tyler Elkink
The Order, as they call themselves, is a group of
programmers who gather to create or change AIs. They
typically work normal jobs, but at night or on weekends they
gather in safehouses (physical or network) and run huge
networks that house AIs.
The government would regard them as criminals for stealing
military AI code if they knew exactly who had done it. They
have a range of skills, usually with an emphasis in
technical fields, and high levels of ability in coding and
psychology.
AIs regard them as Frankensteins because their creations are
most often damaged. They have only one successful AI, "Fu
Xi," who runs their network and assists in compiling other
AI code. They seek more AI code from military or corporate
sources, but their hacking skills are insufficient, and Fu
Xi's attempts have met only with confusion and system
crashes. Most members have exceptionally high-quality
personal assistant programs that are pseudo-intelligent.
Return to Contents
- Sons Of Loki
From: Tyler Elkink
This is a non-guild solution for creating an underworld
organization.
In highly-controlled territories, theft is punished very
harshly. Those honest men and women who become trapped in a
life of crime are not considered by the government's
draconian legal system.
The Sons do not exactly provide support for criminals. They
hate rapists and murderers. But they do have a broader
definition of "self-defense" than the police do and they
disregard property crimes committed by the poor. There's
plenty of bad people in the group, but they do provide
shelter for some honest men and women.
They concentrate on safehouses, pawn shops for petty
thieves, and enforcement of "protected areas" where they
keep crime at statistically unremarkable levels so as to
avoid the interest of law enforcement.
Return to Contents
- Tu's Spear - Vigilantes Unite!
From: Tyler Elkink
Nobody investigates the Spear. Nobody knows about the spear
except its own members. The Spear pricks the heart of
darkness. First begun by police sick of widespread, violent
crime and the "coddling" of criminals for everything short
of rape and murder, it has grown to include police,
vigilantes, and victims of crime obsessed with revenge. It
houses some serial killers (who target uncaught or pardoned
rapists, for example) and most of its membership treats
human life rather more lightly than most.
However, the Spear only targets violent criminals who
aren't, in their opinion, sufficiently punished by the
system. Their social network spreads word of escaped
convicts, uncaught serial offenders, and official
investigation into Spear-related crimes. The membership is
still heavily police-oriented, so very little danger exists
for the members. The group is tribal in nature and members
are inaugurated with tattoos over the heart.
Return to Contents
- Church Of The Fermented Revelation; Blessed Are The
(Colt) Peacemakers.
From: Tyler Elkink
Guns and booze, together at last.
Their beliefs focus on alcohol as God's Holy Tool of
Civilization (since alcohol is a major factor in the growth
of cities in the agricultural age) and guns (or spears or
swords) as God's Holy Tool to Defeat Evil. They have the
rich liturgy of the Catholic church, combined with the
willingness and capability to lay waste to the enemies of
God, and the wild edge to encourage mavericks. They also
have hospices to treat wounded of their own and those who
are brought to them. This makes them quite popular among
criminal elements who want to avoid registered hospitals
that law enforcement watches.
Return to Contents
- Sentinels Sinistra
From: Shandy P. Smith
A group devoted to the protection of monarch and kingdom.
Generally speaking, the members follow the precepts of honor
and justice. In the defense of monarch and kingdom, however,
they are utterly ruthless.
All classes and races are represented in the Sentinels.
Potential members are scouted by a special division within
the Sentinels, first from afar, then from an in person
interview (though the potential recruit doesn't usually
realize it). If the candidate is acceptable, a magic/psychic
probe is used to determine such things as the ability to
balance honor with expediency, capacity for absolute
devotion, and a lack of other major bindings (previous
loyalties and the like).
Members are recognized only through a series of complex
passwords which change from time to time.
Plot hook: The PCs find the murdered body of a friend. The
officials do nothing to investigate and the nobles laugh it
off. If they push too hard for official action, they will be
warned off. Violently, if necessary. The friend was one of
a team of subversive agents sent to incite civil unrest
within the kingdom.
Return to Contents
- Heminae
From: Shandy P. Smith
The Heminae are small and informal group of halflings and
gnomes of all classes who travel around and do random good
acts. The group size ranges from 5 to 10 individuals
depending on the current enrolment and will have no more
than 10 individuals at any one time.
Acts of kindness range from providing a desperately
depressed man enough ale for a peaceful, if temporary,
oblivion, to rescuing travelers from mortal danger.
Plot hook: The PCs hear rumors of a wandering group that
does random acts of kindness and asks for nothing in return.
Is there a more sinister purpose?
Return to Contents
- Mystlings
From: Shandy P. Smith
This para-military organization specializes in bringing down
evil schemers. All classes and races are welcome. All that
is necessary for membership is a proven desire to bring down
evil.
They often operate outside the law, though they never use
utterly evil methods. Their most recent efforts prevented an
evil temple from becoming the defacto rulers of a nearby
kingdom.
Return to Contents
- The Ministry Of Guild Regulation
From: Shandy P. Smith
This ministry is responsible for maintaining peace between
the various guilds in the city. This helps keep prices
reasonable, prevents guild conflicts from getting out of
hand, and maintains a channel between the guilds and the
royals.
A copy of each guild's charter is in the Ministry Records.
Copies of previous decisions are also available. Due to the
nature of the Ministry, there is always pressure on Ministry
representatives to decide in favor, or against, some guild
or other.
Plot hook: As an outside group, the PCs are asked by the
Ministry Head to investigate rumors of corruption within the
Ministry.
Return to Contents
- The Crowners
From: Rhuobhe Leafdancer
A partly public guild that focuses on convincing the Royal
Chamberlain to crown a certain candidate. They organize
dinners with the high circles to gather monetary, military,
and political influence for their future leader. On the
other side, they have a vast network of informants and spies
planted deep within their opponents' ranks. They secretly
plant intrigues with the other candidates, move them against
each other, blackmail them, and hire assassins, amongst other
things.
Of course, getting into that kind of guild is not an easy
job to do. The group is closed to other applicants and the
members are specifically picked for their reach and influence.
Return to Contents
- The Dreamhunters
From: Matt C.
The Dreamhunters are a small group of powerful magic users
who have the gift of having prophetic dreams. Members of the
organization are taught to harness their dream-energies to
produce dreams with immediate importance, a process they
call "dreamhunting". Over the years they have recruited
several members and their organization now stands at roughly
one hundred members (not counting hirelings and candidates
for membership) across the entire region.
The Dreamhunters use the prophecies they glean through
dreaming to alter the course of events for the "better" of
all people. Of course, now and then, the better condition is
the one that suits their organization best. Joining the
Dreamhunters only requires the gift of prophetic dreams and
magical aptitude. Young children are often sought out as
candidates but adults who discover their talents later in
life are welcome as well.
Plot hooks:
- PCs could come into conflict with the Dreamhunters if the
group decides that the characters play an important role in
fulfilling a prophecy the group wishes to stop.
- The characters could be hired by agents of the group to
carry out some task necessary to the fulfilment of a
desirable situation shown in a prophetic dream. The
Dreamhunters are very secretive, though, and will usually
come to the characters through underlings. Only if their
need is great, or the situation desperate, will the
Dreamhunters come out to the PCs openly.
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Knock 'Em Dead With A Funeral
From: Sean Brasher
If you are looking for a good hook to start a new adventure,
try starting with a funeral. There are many advantages to
this approach, such as:
- Meeting People. If the heroes have never met before, they
could naturally meet at the ceremony. If they already know
each other (and the deceased) then they have an immediate
connection to the situation. Plus, a funeral is a perfect
opportunity to introduce NPCs, ranging from grieving widows
to creepy undertakers to the mysterious figure who comes in
to lay down a single rose on the grave and then vanishes.
- Story Hooks. Obviously, if the deceased was murdered, died
under unusual circumstances, or was the victim of some
social force such as racism or persecution, this can be an
immediate hook for the heroes to follow and a motive for
their involvement. Or, if the deceased was connected to some
mystery, (such as "he never did tell anyone where he hid all
of his gold" or "now we'll never know what she was looking
for in those tunnels") the heroes have an enigma that they
might be interested in solving.
- Cultural Snapshot: A funeral also provides a great example
of how a culture works. The funeral could be a formal affair
where clerics recite epic poetry and the body is interred
into a crypt, or it could be a rowdy wake where the friends
and relatives drink and dance their blues away. All manner
of superstitions and customs can be displayed, such as
covering all the mirrors in the house or laying coins on the
corpse's eyes; all of which give further substance to the
fictional world you are creating.
- Roleplaying Opportunity: If your players are interested, a
funeral provides a very dramatic roleplaying opportunity.
How does their character handle being reminded of their own
mortality, as well as dealing with their grief for the
deceased? Do they stoically show no sign of emotion or do
they wail and gnash their teeth? Do they try to console the
widow or take time to make out their own will? These choices
can show a lot about who the character is and how they see
the world.
Return to Contents
- Take An In-Game Break To Refresh The Group
From: Asbjørn Hammervik
In one way, this ties in with the livejournal tips.
[ http://www.roleplayingtips.com/issue185.asp#r1 ]
When I got my subscription there, I decided to make this an
opportunity for change. So, I decided to take a break. Not
in real life, but in campaign time. Some pretty nasty
business had went down, and one PC had killed himself. They
were scared emotionally and physically. So, I called a 6
month recollection time. The PCs did some decent work, made
some new friends (among others, the new PC) and gained a
level. It all worked out nicely, and the slight stagnation I
had sensed before the change, was solved.
Return to Contents
- Dungeon Mapping Tool (PC)
From: Asbjørn Hammervik
Here's a link to a freeware dungeon mapper that's quite
excellent. You'll need the .NET software from Microsoft
though.
http://www.tribalxsolutions.com/freeware.html
http://www.microsoft.com/net/
(Be sure to read the documentation and system requirements
before installing.)
Return to Contents
- The Scoop Of Electricity And Armour
From: Michal Rutkowski
Special thanks to: Marek Chojnowski
Dear Johnn and readers,
It is a well established practice in many systems to
penalise PCs in terms of electricity resistance and saves
for any and all metallic items carried by the characters. I
will not argue that an iron sword will tend to draw
electricity from a lightning spell or blue dragon breath.
However, the matter is different when discussing armour. I
study physics at university, and with a friend of mine we
came to a surprising conclusion. A closed conductive surface
(such as full plate mail) acts as what is known as Faraday's
Cage - the charge from the lightning gathers only on the
outside surface of the suit of armour, without penetrating
into the character. It then "slides" down the surface of the
metal into the ground, actually rendering the character
impervious to the electrical damage (no charge passes
through them).
For this to work, there must be contact between the armour
and ground (iron boots), otherwise, the feet (or more) are
burned. I suggest you all to consider this when planning
electrifying encounters.
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