Roleplaying Tips Weekly E-Zine Issue #290
Customizing Common Races, Part 1
Contents:
This Week's Tips Summarized
Customizing Common Races, Part 1
- Style
- Objective
- Origins
- Life Cycle
- Geography
- Local Politics
- Who Else Is Important?
- Key Attitudes
- Religion
Readers' Tips Summarized
- Use Chess For Campaign & Adventure Inspiration
From: Angus MacThunder
- Use Folk Songs For Inspiration
From: Grant Hunter
- Use PC Soundtracks
From: Laura H.
- GURPS Lite Is A Full, Free RPG
From: Tyran Ormond
- Online Egyptian Tomb Maps
From: Steve Bollenbaugh
Return to Contents
Expeditious Retreat Press Reopens Shop
After a hiatus for jaunting around the subcontinent, we have
reopened our on-line store just in time for the holidays! As
always, orders taken before Christmas will be gift wrapped
with love and care. So stop by, see what's coming up for
Expeditious Retreat Press in the upcoming year, and pick up
that title missing from your shelves.
www.xrpshop.citymax.com
Return to Contents
A Brief Word From Johnn
BioWare Writing Contest
I'm a bit behind on things this week, so my Brief Word will
be brief. :)
At work, we've just announced a Writing Contest. If you've
ever thought of writing professionally for a AAA video game
company, check this opportunity out.
BioWare Writing Contest
Have a great week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Suck Da Head, Squeeze Da Tail
Suck Da Head, Squeeze Da Tail began when Derek Becker of
Parent's Basement Games posted a thread on ENWorld asking
'Is anyone going to do anything to help Katrina victims?'
One thing led to another, and Deb from Dog Soul decided to
take up the project.
Over 50 contributors collaborated to make SDH/SDT a whopping
200 page monster filled with everything from an Orc Mime to
a Monstrous Crawdad; a spaceship named 'The Marie Laveaux'
to a tale about a bayou vampiress. With the PDF are 4 full
color posters, a character sheet and a gigantic printable
map of St. Louis #1 Cemetery in New Orleans.
Suck Da Head, Squeeze Da Tail at EN World GameStore
[Note: Mature Content]
Return to Contents
Customizing Common Races, Part 1
A Guest Article by Mike Bourke
The processes described in the following tips and those in
next week's article rely on trains of thought colliding and
connecting. Schedule plenty of time and try to get through
the whole process in one sitting, at least to the point of
rough notes. That's not to say you can't take breaks, but if
you go off and spend a week on other things, you might find
your trains of thought derailed.
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1. Style
The style you choose dictates the type of content within the
rewritten species. You have three basic style choices:
- Reflect
- Contrast
- Rebut
These should be considered before you set pen to paper.
- Reflect. Take the basic information
provided in the official sources that you intend to extend
or expand on it and ensure it doesn't disagree with your
plans, except perhaps in small details. Get a feel for the
style and of the basic information.
I used this approach in customizing elves for my campaign,
adding infusions of Amerind mythos (amongst other things)
without directly contradicting what was written - just
expanding on it, justifying it, and explaining it.
- Contrast. Determine what is commonly
"known" (i.e. published in official sourcebooks) and any
relevant mechanics, then think of a contrasting slant and
perspective on the whole thing. The official version can
become common misinterpretations and prejudices. Ensure
there is unmistakable contrast between reality and
"civilized" perceptions. Choose a style that deliberately
contrasts with the subject matter.
I decided to make my campaign's orcs lighthearted, even
farcical. I described the origin of the orcs in terms of a
prank played on a nerdish god by a group of jocks, ala
Revenge of the Nerds. While it sobers up from time to time,
my rewrite recalls that initial tone.
- Rebut. This means you have decided what is written is
wrong, in general or with a particular exception. Perhaps
there are internal inconsistencies, or there is some
conflict with the established fundamentals of your campaign.
Whatever the reason, the "official" write-ups have to be
rejected in their entirety. At best, these can serve as
"common misconceptions" of the race in question. With a
"rebuttal", the overall tone and style should derive from
that inconsistency or incompatibility. Whatever the tone of
the rejected element is, your customized version should be
the exact opposite.
I used this approach when customizing ogres. Since the point
of incompatibility with my campaign plans was their
primitive nature, I adopted an extremely formal and rational
approach. Ogres, in my campaign, are as described due to an
intelligence-inhibiting drug provided to ogre magi by drow.
Once off this drug, the ogre magi lost almost all of the
traditional ogre behavior and became urbane, civilized, and
even gentle, in addition to smaller, weaker, and (obviously)
smarter. They became the best civil engineers in the Realm.
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2. Objective
The second thing to decide before you write word one is the
objective of the rewrite. What are you trying to achieve?
Every change you make to an existing game element should
have a clear purpose in mind. It might be to make the
species a viable choice for player characters, to illustrate
some facet of philosophy within the campaign, to maintain
consistency within your campaign, or to correct some
perceived flaw or anomaly. My favorite reason is to keep the
campaign fresh and interesting to players who have read all
the official sourcebooks, so they can no longer make
assumptions.
For example, changing a species damage resistance from
Silver Weapons to Cold attacks requires considerable thought
and justification. Once you know the intended objective, you
can target the key elements that are affected, and then
spread out to detail the ramifications. More importantly,
you will know what you don't want to change unless you have
to, which means that most of the framework of your
customized species is defined and ready to reference.
In the case of the orc rewrite, the objective was to make
them available as player characters within an existing
campaign. I didn't want to change their nature all that
much, just shade it a little to give them a unique culture
that would integrate with the campaign, while giving the
species an extra advantage or two to make them equal to the
other PC race options.
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3. Origins
The first thing to consider revising - or enunciating, if
it's not already spelled out - is where the race thinks they
came from. Origin myths are a fundamental indicator of the
personality and philosophy of a culture, and it's generally
easier to create an origin myth and allow for its impact on
the species than it is to derive an origin myth consistent
with everything else. Deciding the origins first lets you
modify anything that doesn't fit in, giving you a lot more
freedom. Note that the origin myths don't have to be true,
or even consistent with other race's beliefs and theories.
However, if they aren't, the inconsistencies should be
pointed out or blatantly obvious.
In terms of the origins of my orcs, it seemed natural to
have the treatment of the creator god Gruumsh by the other
gods "reflect" the treatment of orcs (in general) by humans
(in general), since that relationship was one of the
fundamentals I didn't need to change.
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4. Life Cycle
The next thing to contemplate is the life cycle of the
species. There are a number of formulae that can be used to
determine the correct birth rates, death rates, and so on,
to give a population level, but this is generally more work
than it's worth. Crafting general trends is often good
enough.
In general, a stable population implies balanced birth and
death rates; a growing population implies births outnumber
deaths through natural causes; and so on. The human model
(medieval era) makes the perfect yardstick: generally, the
average person died of disease or whatever after about a
generation-and-a-half. You might be able to raise two
generations of young to adulthood if you got an early start.
Infant mortality rates were high, so largish families were
the norm. Now, add in the consequences of healing magic and
the like, and you either have a population boom, or you
introduce a new source of widespread infant mortality
(perhaps it's commonplace for pixies to steal newborn
babies).
Or do you? The risks of childbirth are high for the mother;
if large families are no longer required, social adjustments
will take place. Marriage might take place later in life,
couples will have smaller families, and so on. That means
women would need something else to do with their time, and
they will take up anything and everything that's available.
Some will take an interest in society, some in politics,
some in commerce, and so on. The increase in productivity
will produce an increase in leisure time, which will impact
on the scientific and cultural progress of the society, and
so on.
It's not going too far to suggest that the Black Death made
the Renaissance inevitable, for example. People became
accustomed to a certain death rate, and so society adjusted
to accommodate it, and so when the disease inevitably began
to die down, the resulting population boom did the rest.
All these things will, in turn, have ramifications for
everything else in the society, so thinking about the life
cycle early in the exercise helps define everything else. In
particular, it's important to make sure that the life cycle
fits the origin myth and doesn't conflict with anything that
you specifically don't want to change.
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5. Geography
There are a whole bunch of issues to contemplate under the
heading of geography.
- What impact has the geography had on the culture?
- What impact has the society had on the geography?
- How well does the geography fit the origin myths?
- How well does the geography fit the life cycle of the
population?
If the geography is unsuitable, why is the race in question
located where it is? The more easy travel is, the more
important trade will be, and this in turn affects
inbreeding, politics, science, the arts, and so on and on.
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6. Local Politics
Once you've got a handle on the life cycle and geography
(and their implications and ramifications), you can start to
think about the organization of the smallest units of
society -family structures, family relationships, and so on.
That, in turn, will give you a handle on how several of
these family units can fit together to form a population
cluster - a tribe, a city, or whatever.
Competing factions, functions, and objectives within that
population cluster will also begin to emerge, as will the
structure of the leadership and how it changes, what its
limits of authority are, and so on. There are always
multiple factions seeking dominance and priority for their
concerns!
When it came to considering the orcs, for example, the
generic term "tribe" was used in the official works, but it
soon became clear that a more appropriate term for the
culture that was emerging from these "relevant questions"
was clan. Instead of one (extended) family to a population
cluster, there were multiple families, making each clan a
small nation in its own right; a nation with its own
leaders, leading citizens, claim to fame, and so on. Again,
it's more important to be consistent with the aspects of the
species that have already been considered than it is to
match what's written up as "official."
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7. Who Else Is Important?
Once you have a feeling for a race's leadership and
political structure, you can start to think about other
important individuals within the social structure.
Consider:
- How prevalent and acceptable magic is
- How the religious authority fits with the political
authority
- Which individuals can demand concessions based on their
importance within the population cluster
Knowing who the important people are, the next question is,
what stops them from taking over the leadership - in
general, not in specific cases. This, in turn, raises the
issue of succession, and how the current leadership came to
their role, which fills out the picture of the local
political structure, the players, personalities, and
prerogatives.
Next, it's time to again look for consequences:
- How much practical authority does the leadership actually
have?
- Can decrees be enforced, and if so, how?
- Is the leadership so hemmed in by politics that the ruler
has no freedom of choice left?
- If so, who is the real power within the society? Who
really rules the streets?
Don't be surprised if you end up with multiple leaders, each
with their own "territories" (literal or figurative).
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8. Key Attitudes
By now, most of the concepts behind your revised races
should be more-or-less settled in your mind. You will know
what has turned halflings into serial-killers, what has made
ogres civilized, or whatever. Most of those concepts will
have already made their way onto the page. Now it's time to
apply them to the "hot topics" of both what is likely to
happen in the future as well as what has been socially
important lately.
Start by jotting down any key concepts not already on the
page, then use the resulting overall "picture" of the
species to determine the consequences and reactions to
recent history in the campaign. This roots the culture in
the existing campaign.
However, your audience is a 21st-century one, so bringing in
some topics that are contentious at the moment and
determining a reaction or perspective to some medieval
equivalent or forthcoming development will not only enable
your species to connect with your players, but will also add
additional depth to the race.
For example, the whole origin of the orcs was bound up in
the concept of an "inevitable" human- propelled industrial
revolution, bringing with it the problems of overpopulation,
pollution, and so on - all the environmental hot topics of
the 70s, 80s, and 90s. They were the ultimate expression of
the perspective of a "Militant Greenie"; a save-the-world on
the brink of doomsday radical. Any alliances with humans -
the purported architects of the calamity - will be unstable
and fleeting. At the same time, this introduces a streak of
nobility and pride into the race. From being generic "bad
guys" and "cannon fodder" to throw at the adventurers, they
have become creatures of substance and significance, and
many of their perceived weaknesses and flaws are transformed
into strengths that don't have a stage to manifest on, yet.
Also to be addressed at this point in the process is the
species' position on the "hot topics" of their world.
Slavery, magic, recent wars, and so on. Once you have a
handle on the fundamental concepts of the race, the next
step is to translate those concepts into their fundamental
attitudes and relationships with the world around them.
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9. Religion
The question of religion has considerable weight in a world
where clerics can wield divine power, perhaps even more than
in human history.
- What sort of religion does the species have?
- What are their religious practices?
- What is their attitude toward other religions and
religious structures? These can either be a sole point of
"connection" between two otherwise implacable foes, or a
sole point of irresolvable conflict between two otherwise
like-minded groups, or any one of a dozen other
possibilities.
- Who is in charge of their religion and how are they
selected?
- How much authority do they have outside the religious
arena and how is it applied?
* * *
Thanks for the great tips Mike. Stay tuned next week for
more tips on customizing races.
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Readers' Tips Of The Week:
1. Use Chess For Campaign & Adventure Inspiration
From: Angus MacThunder
Today I thought of a great way to generate campaign ideas. I
was playing chess with a friend of mine, and, from the
beginning, a chronicle appeared before my eyes as my
counterpart wisely used a pawn for defense during the entire
game. It was the least developed one, but the whole defense
of my opponent rested in the capable hands of the most
humble servant of the kingdom. I attacked aggressively many
times, creating havoc amongst my friend's lines, but his
savior was the meddling pawn! Eventually, my attacks ceased,
my friend started his own series of attacks, and the final
blow was delivered by this little pawn, which step by step
managed to get crowned a Queen and checkmated me!
This led me to think of a chronicle about a young peasant
girl, who knew little or nothing about kingdom politics or
war, but found herself in a defensive position valuable to
her King, and through small but effective and timed actions,
such as sabotage, espionage, misinformation, support to her
friends, and little but crucial fights, she ended up as
savior of the realm.
Currently, I'm playing another chess game with another buddy,
and this time I'm winning, using a witty combination of my
knight, queen, and rook. Imagine these as a party in the
service of a kingdom. A noble warrior of pure blood, a
charming and brave knight, and a strong and relentless
creature that opens its way between enemy lines through a
combination of skill, strength, and wits. I find chess very
exciting in terms of roleplaying.
The tip is to find adventure ideas after finishing a game of
chess. Try to personalize the set, as some games do (Star
Wars, the Simpsons chess set, etc.) and narrate a story
based upon what happened during the game. I find fascinating
the symbolism (bishop, knight, queen, king, pawn, etc.)
because it fits a medieval setting, but you can go further
and add symbolism to situations in the board game as if it
was telling a story.
For example: rooking. Rooking is the only moment of chess
when to pieces move at the same time. Is it an escape from
the palace from a conspiracy? A frame to save the king,
simulating his death only to resurface later? Does the
diagonal movement of bishops represent the subtle ways in
which they exert influence over other people using religion
or enchantments? Is the special movement of the knight a
representation of solving things by guile or wit instead of
brute force?
Also, you can add flavor to a game by translating the
party's exploits into a chess framework. This is often done
in Vampire games where vampires are used by older beings to
solve ancient struggles. Present the party with an NPC fond
of chess who is playing with a set with the PCs'
characteristics carved upon the pieces. What would be the
PCs' reaction? Paranoia? Enlightenment?
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2. Use Folk Songs For Inspiration
From: Grant Hunter
Regarding the inspiration from songs idea, there's a whole
world of inspiration in folk songs primarily from the
British Isles, though American and Aussie folk songs are
great too. If using songs from pre-1850, chances are nobody
in your group will have heard them.
I use Folk Music of England, Scotland, Ireland, Wales and America to get all of my
information, though there are others out there. Just grab
one at random, and, in some cases, an entire series of
adventures is written for you:
Taliesin's Prophecy (Welsh Traditional folksong)
A voice from time departed,
Yet floats thy hills among;
Oh, Cambria! thus the prophet bard,
Thy Taliesin sung,
The path of unborn ages,
Is traced upon my soul,
The clouds which mantle things unseen
Away before me roll.
A light the depths revealing,
Hath o'er my spirit pass'd.
A rushing sound from days to be,
Swells fitful on the blast
And tell me that forever
Shall live the lofty tongue,
To which the harp of Mona's words,
By Freedom's hand was strung.
Green Island of the mighty,
I see thine ancient race,
Driv'n from their fathers' realm,
To make the rocks their dwelling place.
I see from Uthyr's kingdom,
The sceptre pass away,
And many a line of bards and chiefs,
And princely men decay.
But long as Arvon's mountains
Shall lift their sov'reign forms,
And wear the crowns to which is giv'n
Dominion o'er the storms,
So long their empire sharing,
Shall live the lofty tongue,
To which the harp of Mona's words,
By Freedom's hand was strung.
This could be an old prophecy that underscores a campaign.
Alternatively, a party could accidentally steal the
'maidenhood' of a young lass, only to be confronted by none
other than "One-Eyed Riley." They could find themselves up
against "The Wild Colonial Boy" (one of my Aussie
favourites), having been hired by a scorned judge McEvoy.
The list goes on.
The Contemplator songs of the sea section help in designing
a maritime campaign, as they shed light on the workings of a
ship, something I've noticed not many GMs are aware of,
though 'Master and Commander' has helped to some degree in
this respect. In any case, check out 'Hardyknute', 'Napoleon
Bonaparte', 'Married to a mermaid' and, 'We'll rant and
we'll roar' (all on Contemplator) for an idea of what can be
gathered from this site.
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3. Use PC Soundtracks
From: Laura H.
Dear Johnn,
Using songs in RPGs has a long history in our house,
sparking games that have run years. We use song lyrics to
inspire campaigns, adventures, characters, even politics and
pantheons. Some of the best ideas have come from imagery
inspired by lyrics.
If you have players who are interested in creating detailed
back stories for their PCs, go beyond the (great) idea of
each PC having a theme song. Suggest they put together song
lists, or better, music compilations on CD that reflect
their PCs' lives or experiences. Play them in the background during games.
The group I GM for did this three years ago when they first
created their PCs. It enabled everyone in the group to
quickly get a feel for the other players' characters. Of
course, it also lead to some interesting misinterpretations
of the lyrics and PCs alike. I was grateful that all my
players warmed to the idea when it was presented, but the
real reward came when one PC went through some life altering
experiences and that player gave me a new soundtrack!
Thanks to you all for the great ideas and inspiration,
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4. GURPS Lite Is A Full, Free RPG
From: Tyran Ormond via the GMMastery Yahoo! Group
Let me through my hat in the ring and suggest a move to
GURPS. I'm currently running Caravan to Ein Arris [PDF (free), 255KB] written for
GURPS 3e, which I have converted to GURPS 4e. The players
are my wife and three of our children (11, 8, 6) and the
whole process has been simple. GURPS encourages GMs to adapt
the rules to their campaigns and players.
Take combat as an example. Don't want to deal with a huge
amount of detail? Use GURPS Lite's Combat rules (see GURPS
Lite below) which is covered in 4 pages of rules. The next
step up is Combat Lite (B324) which covers combat in 5
pages. Not enough detail using lite rules? Campaigns (the
basic "GM book for GURPS") covers combat in 55 pages.
Ignoring the optional rules and tables, combat still runs
smoothly. Still not enough grit for you? Throw in the rules
on bleeding and require use of the Hit Locations table for
each swing/thrust/shot. While that sounds like a possible
arrow for the quiver of the "too detailed" camp, remember
that I'm using Campaigns' 55 pages of rules (sans the
optionals) in the campaign with my 8 and 6 year old
children.
Most characters start out at 100 points, which is roughly
equivalent to most people you meet walking down the street.
That usually translates into HP of between 10 and 14.
Character points are awarded after each session or each
major campaign event and usually focus more on the player's
role playing rather than how many critters were killed.
Awards usually run 0 to 5, so character development is
steady but paced.
Of course, if your campaign is dealing with superheroes,
then a starting character of 500 points might be more the
norm, with character point awards being larger as well.
Character development happens at the pace the GM feels is
appropriate to the campaign world and to the characters'
actual development rather than simply because Joram the Bug
Beater has earned some arbitrary number of experience
points.
Before I go on too long: the best thing about GURPS is that
you can run a campaign using GURPS without paying a penny!
GURPS Lite covers enough basics for a quick dungeon crawl or
what have you and GURPS Lite is free and freely
distributable. Give it a try, grab GURPS Lite, and run a
quick campaign with it. I host a copy of it for direct
download here [PDF, 1.6MB] .
You can also download the most current copy from SJGames:
http://e23.sjgames.com/item.html?id=SJG02-0004
Here are the most commonly used forms; the URLs are self
explanatory:
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5. Online Egyptian Tomb Maps
From: Steve Bollenbaugh
Second Story is one of my favorite web design companies, and
in going through some of their site designs, I ran across
the one they did for the Theban Mapping Project. One of the
interesting sections of the site has layouts for many of the
tombs in the Valley of Kings.
Theban Mapping Project
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Axis & Allies Revised
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