Roleplaying Tips Weekly E-Zine Issue #361
Supernatural Weather, Part 1
Contents:
This Week's Tips Summarized
Supernatural Weather, Part 1
- 39 Supernatural Weather Event Ideas
- Start With A Concept
- Design For All Six Senses
- Give Supernatural Weather A Fixable Cause
- Design Pre-Event Anticipation
Readers' Tips Summarized
- Let Players Change Your World
- NPC Personality Matrix Tool on the Web
- Advanced Excel Sheet Examples
- Treat NPCs Like Heroes From A Different Angle
XRP House Warming Sale!
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holding a sale! In the month of June, stop by our on-line
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Geographica titles as well as Liber Artefactorum and all our
adventures (except for pre-orders) for $10 each. You can
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www.XRPshop.citymax.com
Return to Contents
A Brief Word From Johnn
You Can Search RoleplayingTips.com
Last week I hooked up Google search to the website. This is
a long-overdue feature to help folks find tips at the site.
http://www.roleplayingtips.com/search.php
Articles Section Updated
Another recent site update: the articles section has been
reorganized. Hopefully it's easier to scan what articles are
available and find such classics as So You Want To Be A GM?,
Running Adventures With little Preparation, Hierarchy of
Evil, and The Mother Of All Character Questionnaires.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
GameMastery Flip-Mat: Ship
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Return to Contents
Supernatural Weather, Part 1
By Johnn Four
This week's issue is based on a reader request for
supernatural weather tips and ideas. Great topic suggestion!
I polled the folks on the GM Mastery list, and their great
ideas and mine are included below.
Thanks to the following for their suggestions and tips:
Robgonzo, Eric FitzMedrud, Gus, Lorele Phoenixjade, Bobby
Nichols, Telas.
Return to Contents
1. 39 Supernatural Weather Event Ideas
- Tsunami. Preceded by a violent earthquake, everyone knows
it's coming to shore; time is running out to evacuate
everyone before it hits.
Also, the water level drops to create the huge swell. The
lowered sea level reveals parts of the sea bed not usually
seen from the beach. What if it revealed a sunken ship or a
castle? How much time is there to investigate before the
tsunami hits?
- The tsunami is driven by a supernatural horse that is
trapped in the waves. Now is his chance to try to rush upon
the land and get free. It is said that the right horserider,
catching the wave, might assist the creature in escaping.
The horse is actually an evil god/demon/devil trapped in the
waves by retribution of a sea god; the villain of the
campaign is trying to free the horse; the PCs need to help
people escape, stop the villain from freeing/allying himself
with the horse demon, and not get killed when the tsunami
hits. Good times.
- It's raining tanglefoot bags. During late spring storms, a
certain tree saturates the air with sticky seeds. Storm
rains gel with the seeds to create a temporary glue. After
the storm, as things dry, the seed water congeals, trapping
anything in it. This effect is especially dangerous if pools
are trapped in large fronds and other places that can be
accidentally disturbed, resulting in fast entrapment even
days after a storm.
Tanglefoot Bags
- Thunderstones. A certain storm carries hail that emits
deafening booms when it strikes hard surfaces.
http://www.d20srd.org/srd/equipment/goodsAndServices.htm#thunderstone
- The unlocking. Once a year or so a dense fog rolls in that
has the strange power to magically open all but the most
difficult locks. Mechanisms mysteriously spring open,
tumblers turn, and rods move, making people very insecure.
- Fireballs. What GM can resist weather that throws random
fireballs around? Fortunately, during fireball storms, the
flames are fuelled solely by storm energy and quickly snuff
out after impact, thereby leaving just impact points and
debris.
- Random thoughts. A hot wind blows infrequently from the
east that seems to pick up the thoughts of those it passes.
Trained listeners can pick out carried thoughts, and masters
of the art can even identify who a thought came from through
visions.
- A tornado that does very little wind damage but sucks
things up and deposits them in another location or
dimension.
- Undead fog. On a certain night, when the time of year and
moon phase is just right, a fog will emanate from a
graveyard, bringing with it the shades of those buried in
there. Some seek comfort, some want justice, others want
revenge.
- Fog of succor. This often rises to enshroud the helpless
or lost, providing a protective cover and putting those
caught into a deep sleep. Upon awakening, victims have been
healed, rescued, or set upon the right path.
- Dirt devils. Heat driven mini twisters that whip across
dusty landscapes are actually a type of demon struggling to
burst through the planes onto this world. Normally harmless
in a rural area, they are dangerous if they gain a handhold
on this side, such as a building or a person.
- Wildwinds. The relatively warm wind blows in once a year.
Anyone touched by the wind becomes carefree, ceases to do
chores, and will only laugh, frolic, make music, and eat
food. Make it fun by contrasting the way different towns
respond to the effect. One town prepares feasts,
decorations, and even those not affected join in the fun. In
another town, people see the winds as immoral and
temptations. They isolate themselves inside to pray while
the winds pass by; maybe they tie up livestock or other
animals outside so they can find out if the effect is over.
- The elements. Every weather event is controlled by an
elemental. For powerful weather forces, elementals team up.
It is said that, if you can find the elementals controlling
a particular weather event you can end the event by slaying
the creatures, or striking a deal.
- Rains of the earth. A strange torrent of rain that turns
metal into stone, stone into mud, and mud into dust.
- Warm winds. These winds come in winter from the south and
carry with them memories of those still enjoying their sunny
weather. Those affected think it is much warmer than it is,
refuse to put on warm clothes, want to sun bathe and swim.
They do not feel cold until they collapse of hypothermia.
Concerned well wishers must restrain those affected until
the effect passes.
- Winter chimes. Especially common after ice storms. Wind in
the trees sound like tinkling chimes. Children and the
simple minded hear fey promises of candies and treats. If
you follow the sounds you will be led deeper and deeper into
the woods, facing environmental or even more supernatural
dangers within.
- Zephyr of harvest. This strange wind affects only small
areas and can appear at any time of year. Plants grow,
blossom, and mature wherever the wind passes, creating
small, bountiful crops of fruit and nuts, and other food if
the plants have already been seeded. Many villages perform
special ceremonies each year to attempt to attract the
zephyr.
- Quick fall. In this part of the world, fall comes quickly.
The leaves change colours on one day, and the next, strong
downdrafts tear them from their tress. Anyone caught in a
downdraft has visibility reduced, might get buried in leaf
drifts, and has their strength drained from them (possibly
aged). The third day the leaves (and anyone caught in them)
are carried away on gale force winds to a great sink hole in
the north where the locals say a demon feeds on the decay
until the next year.
- It's raining fish. Water spouts form and throw fish and
other small marine life into the clouds, where they rain
down later over land. Perhaps this time it's raining
mermaid(s), and with only fresh water near, how do we help
them?
Waterspouts
- Mana from hell. In a distant mountain meadow, dew on
grasses in early morning smells and tastes like nectar or a
favourite food. Few can resist once they start tasting it.
Those affected just want to stay and eat, wait until the
next morning, and eat more dew. They are unaware they are
not gaining any nourishment and will waste away in a
contented stupor, leaning against small bump on the ground
until they die of hunger. At this point, the grasses cover
the person and a new small but comfortable bump in the
meadow appears.
- Quick change. In a valley between two large continents,
winds converge from all directions to a great rift canyon
where the earth inhales them. Temperatures fluctuate rapidly
between scorching dry heat, humid, tropical gales, and icy,
cutting winds. You can get drenched, frozen, steamed, and
lightning bolted in a matter of minutes. Keeping your
footing is difficult, your body gets shocked by the changes,
your skin gets chapped and sore. The only thing tougher than
the climate is the people who live there.
- Mood weather. For a couple of days a year each person gets
their own micro-climate that changes according to their mood.
Two people in a long conversation usually end up with
similar weather until parting. Ten people with strongly
opposing moods might create small twisters. Leaders of
countries have sought to use this time for treaty making, as
cold, bitter winds reveal lies and betrayal, while rays of
sun peaking through clouds foretells hope and promises of
peace. Doubtful lovers might seek confirmation of
compatibility, and used car/horse salesmen toss up their
hands and take the days off, "In honour of these special
times."
- Rain of life. Every now and then, at the height of the
rain season, a certain cloud seems to travel against the
wind. Trees touched by its rain animate. Some blame the
elves and druids when this happens, and so far they have not
denied these accusations. "Dad, where's the forest?"
- Ebb tide. The lowest tide every 77 years that lasts for 7
days. Submerged land seen for the first time in decades
might reveal all kinds of interesting things.
- Slowflakes. This unnatural phenomenon happens before
winter ends to give way to a warmer season. Those caught on
this rare occurrence see unnaturally large and slow falling
blue snowflakes. Everyone touched by the flakes are slowed
down as per the Slow spell.
http://www.d20srd.org/srd/spells/slow.htm
- Light, temporal storm. Crackling blue-white flashes of
energy and misty reflections mark this strange event. It is
disorienting to most normal creatures and has random effects
on speed, direction, and time:
- Victims are hasted, slowed, timestopped, or timeslipped.
- Time duplicates from the near future appear.
- Creatures disappear for a few moments.
- Melee attacks hit a random creature.
- Time breezes might cause a mass slow or mass haste.
- A gust might cause a mass stop.
- An eddy might cause a mass timeslip.
- The eye of the storm might be clear of effects, or a
highly charged magical area that could be useful for certain
epic magics.
- The wall of the eye might have random, chaotic effects.
- Echoes of past and future contain misty/cloudy/smoky
images that form into whatever the DM wants.
- The calm preceding the storm might seem eerie, quiet, and
slow.
- Dirt devils open small, one-way gates to the air elemental
plane. Trapped creatures must find another means to get
home.
- A poisonous gas cloud. Perhaps a wizard experiment went
horribly wrong and the periodic gas cloud is the result.
- Acidic rain. It starts to rain and exposed flesh and other
vulnerable materials take damage. Remember that animals,
such as mounts, familiars, and animal companions, will be
affected.
- Snow visions. A strange snow falls in some areas that has
a hallucinogenic, memory-altering, or amnesia effect on
those trapped in it.
- Green Flash - a real phenomenon. In the game world, when
it happens during a waxing moon, all druidic or nature magic
is memorized at one caster level higher. During the full
moon, it's two caster levels higher. During the rare
Solstice + full moon, it's three caster levels higher. (This
is why nobody messes with the druids at Solstice.)
http://mintaka.sdsu.edu/GF/
- Shocking hail. Hailstones are "frozen electricity." Those
struck by this springtime phenomenon take electrical damage
unless they are grounded. Local merchants sell "Hail
Protection" devices (steel umbrella dragging a copper wire,
tin conical hats with the same wire) of dubious value.
- Bloody sun. When an upwind volcano is active, the sunrise
is a bloody red color, and even daylight has a reddish tint.
Legends say a (evil deity, demon, local wizard) is stirring
up trouble. Bloody sun days can be singular events or last
for weeks. Crops, flowers, and other things that depend on
sunlight act as if they are still in darkness, and creatures
sensitive to regular daylight are unaffected by the ruddy
light. Evil or darkness spells are cast at +1 caster level,
and good or light spells at -1.
- Summer snow. In the hottest summers there will sometimes
be a sudden snowfall from a clear sky. Thought to be a
blessing from the Gods of Winter, this snow, if eaten fresh,
is reputed to cure injury, disease, and other maladies. The
melt water is holy, and can be further blessed to create
double-strength holy water.
- Rain of light. Instead of water, it rains droplets of
light. When it touches people it heals them for 1 hp for
each hour spent under it. It also cures diseases if exposed
to 2 hours under it.
- Phantom whirlpool. Suddenly and without a warning a
whirlpool appears under the ship. It is rumoured this
happens when not enough is sacrificed. To appease the sea
goddess valuables must be tossed to the sea quick or the
ship will sink.
- Fire rain. Instead of water it rains an oily and flammable
liquid. If for some reason fire is applied to it, everything
in the area burns hotly.
- And it rained gold! Rocks with raw gold begin to fall.
Sure, it killed a few persons and destroyed most of a town,
but it's gold! Is this a gift from the gods or a curse?
Everyone is seen rushing to the area to get rich while they
can.
- Lighting strikes twice. In the village of Deathcliff, once
a year during the thunderstorm season the gods smile upon
those foolish or brave enough to test themselves. Anyone who
calls upon the favour of the thunder gods and raises his
sword to the heavens is rewarded by a lighting bolt falling
twice on him, dealing damage as usual, but bestowing for a
year magical properties upon the sword if he survives.
- The garden of love. On this small area during spring, the
scent of the flowers make people who smell it fall in love
until next spring. Locals know this and take precautions by
not going near that field during spring except for
occasional young lovers who willingly subject themselves to
it.
Return to Contents
2. Start With A Concept
As with many design tasks, it's often easiest to start with
a blank page and write down any ideas that come to mind for
a particular theme - this time, for supernatural weather
events. Don't edit or deny any ideas, just keep writing.
Even if an idea is poor, writing it down anyway helps the
process, causes more ideas to flow, and turns off the self-
critic that prevents creativity.
After five minutes or when you've sat for awhile without
writing anything new, check out your ideas and flag the best
ones for development or future consideration.
If inspiration evades you, try these activities:
- Google for ideas: strange weather, bizarre weather,
supernatural weather, alien weather.
- Turn a spell into an event. Pick a random spell and see
what weather ideas come to mind. For example, I just visited the Hypertext d20 SRD Spell Index, closed my
eyes, and clicked. I got Magic Fang, which makes natural
weapons more effective.
Weather ideas from that:
- A special rain that buffs monsters for a couple hours.
- Thorns rain down, perhaps delivering a toxin or beneficial
bite.
- Clouds turn into fang shapes thus warning of an incoming
weather event.
- Fang-shaped illusions appear over creatures of a certain
type or alignment. Bad to be pointed out when secrecy is
desired.
- Fang-shaped lightning.
- Fang-shaped hail that is deadly.
Some of those ideas are ok, and some are not so good, but
regardless, the spell inspired.
- Any game rule has good inspiration potential, actually.
Tanglefoot bags from D&D, for example, inspired the sticky
storm idea in the Weather Event Ideas tip. The skill for
opening locks inspired the weird unlocking fog idea.
- Look at art for inspiration. Pictures of weather are good,
as are pictures of strange environments, fantasy locations,
and alien worlds.
Return to Contents
3. Design For All Six Senses
Think about the six senses while you craft your supernatural
weather:
- See
- Hear
- Smell
- Taste
- Feel
- Intuit
Use the senses to inspire interesting effects and craft
engaging descriptions. Use the above bullet list as a
checklist, perhaps picking two or three senses that are
affected more than the others for each event to keep design
moving along quickly, and to make the experience of each
event different.
Return to Contents
4. Give Supernatural Weather A Fixable Cause
The first part of this tip is to give each weird weather
event a specific cause. What is the source? What triggers
must happen for the weather to occur? Is there motive behind
the cause?
The second aspect is to give each cause a solution. What
must happen for the weather events to stop? Can the events
be stopped forever, or just temporarily? Feel free to make
solutions difficult or near impossible. The important part
is that you define at least one cause and solution.
In books and movies, it's fine to have absolute conditions
that cannot be controlled. The window of time and
interactivity of those entertainments is very small. World
depth is not a primary concern.
With RPGs though, it's all about interactivity. For
campaigns, the window of time is far beyond 120 minutes or
700 pages. Depth in your game world is an important tool for
crafting campaigns that thrive.
Game world depth is more about relationships than details.
You can list a thousand details about a region and it might
still feel shallow. Relationships are what drive game world
forces and elements. They spawn details in a natural way,
but they also link your game world elements together and
provide levers for the PCs to investigate, learn about, and
pull.
For example, I would rather have the names of 10 NPCs and
knowledge of their conflicted relationships to each other
than a thousand-name list of an entire town's population.
The relationships give me story, plot, encounters, and NPCs
the characters can interact with. The roster of names just
gives me a static inventory and no depth.
Ahem. Got off on a tangent there. The principle is, if you
can provide a game world with relationships and elements
that the PCs can change, you have depth and a strong
campaign base. Providing cause and solution for supernatural
weather, even if you don't think the PCs will get involved,
builds depth in your world that will have beneficial
downstream effects.
In addition, it's odd how, once you create something with
some potential interactivity, it finds a way to weasel into
your gameplay....
Return to Contents
5. Design Pre-Event Anticipation
Some weather phenomena might occur without warning. Gameplay
still benefits from the effects of the event, but you could
get even more value with a little pre-event build up. Value
doubles if the PCs have experienced the event before and
realize what's coming....
The best way to communicate that an event is coming is
through signs and warnings. These should be visible or
noticeable by PCs, else the effect is lost.
It helps to divide potential event signs and warnings into
four categories.
- Plants
- Animals
- Monsters
- Civilization
For each category, think about:
- How they react. Behaviour, actions, activities. For
example, humans might board up windows, plants might curl up
their leaves, animals might get nervous and make noise.
- Warning time. How much notice do you want to provide?
Start the signs and warnings at this point. For example,
winter omens might indicate certain storms in the summer, or
fleeing creatures might indicate an event is minutes away.
- Location. How far away do the signs reach? If the PCs are
deep underground or just in a building, will signs reach
them?
- Precision. Are the signs accurate? Do they indicate the
exact event, a range of event possibilities, or just that
something is not right? Best case is the signs create a
puzzle for the players to figure out, such as a code or
pattern.
- Coping strategies. The signs might take the form of
preparation. Some might just weather the storm (sorry for
the pun) and heal or repair afterwards. Others might take
steps to achieve protection or immunity. Alternatively, some
might try to maximize advantages from events with good
effects, such as by placing containers out to capture
healing rain.
Creating a few signs to warn of an upcoming event gets you
more value out of that event. It also provides a few extra
details that have relationships or can spawn additional
GMing ideas:
- Encounter details. Reveal the signs over several
encounters. They might pose a bit of a mystery, and will add
interesting details to encounter locations or backgrounds.
Signs don't need to be the basis of these encounters, but
can be picked out or noticed by players who like to get into
that type of thing.
For example, an encounter with a monster could start with
the PCs noticing a creature digging a large hole (for
protection against an impending storm). The PCs fight,
parley, or evade as normal, but the extra detail lends
additional flavour and might make them curious.
Another encounter involves helping merchants with an
overturned cart combined with a wild dog attack targeted at
one of the horses. In the background, observant PCs can spot
birds fortifying their nests and other animals fleeing
south.
Upon arriving at the village, all the buildings are empty.
The place is quiet, though cooking pots and chimneys boil
and smoke away. As the characters move through, they hear a
strange moaning. They approach the noise and find all the
villagers engaged in some kind of ceremony. To interrupt
would win the people's wrath. To participate wins their
friendliness. To watch gives a chance to figure out what the
ceremony is about. Regardless of the PCs' choice, a storm is
coming....
- World building. Daily life is a difficult thing to develop
for each culture in your world. Create different reactions
and coping strategies to supernatural weather to add new
cultural details.
* * *
Next week I conclude the supernatural weather tips with
advice on designing weather effects, making weather a plot
element, world building with supernatural weather, and more.
Return to Contents
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Whether you prefer simple shoot-'em-ups or on-going
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Aces & Eights RPG - Kenzer & Co. at RPG Shop
Readers' Tips Of The Week:
Have some GMing advice you'd like to share? E-mail it to
johnn@roleplayingtips.com - thanks!
1. Let Players Change Your World
From: Rick C.
Nothing angers players more (other than trying to tell them
what their characters are thinking or feeling) than not
allowing them to affect the game world. I know GMs who would
never allow PCs' actions to affect anything more than a very
low level of the game world. Sure you can save the king,
defeat the orcs, etc., but eliminate a god? Change the
landscape? Alter the order of things? Never.
One GM had a favored entity that sprawled across the
landscape. It was enormous in girth and power and could
regenerate from any wounds. I was playing a PC that was a
mage and had a resourceful mind. The party was in danger
from this entity, and the GM was loving bashing us around
with his uber-monster (what fun...).
So, I did something he did not expect: with the help of
another mage, my mage cast a rain of acid spell that covered
a good portion of the entity. Mostly a nuisance since it
could regenerate, but then my mage added a permanence spell
to keep it going. A continual acid rain. Regenerate from
that!
Since he had allowed those spells in his game, the GM had no
choice to accept what I had done. His face fell as my mage's
quick thinking allowed for us to escape. Later, he decided
the monster was able to mutate and adapt to the magic acid.
It even started to get stronger on it. While that is kind of
interesting, it angered the group because it was a prime
example of how we could not change anything major in his
game world.
So, a good piece of advice for GMs is to be flexible and to
allow the PCs to change your world - even if it is drastic.
After all, it doesn't do much good to have this game world
that no one wants to play in because it is completely static
and unchangeable.
I have a player who still has fond memories of the time his
characters accidentally burned down more than half of the
imperial capital by causing a riot to break out. They
managed to stem the tide by casting a wall of stone across
several key streets. Skip forward about a century in game
time and the player - returning to the game after college
hiatus - was enormously pleased to find a memorial to the
Great Fire and another to his PC (who had actually caused
it!) for his saving of the city with the walls of stone -
which had been maintained by the city as a historical
landmark.
The same player has had PCs who have drastically altered the
world by killing a god or two, unleashing untold evils by
accident, and throwing their support behind kingdoms that
would have (and were planned to have) fallen if not for
them.
2. NPC Personality Matrix Tool on the Web
From: Peter Sidor
re: Roleplaying Tips Issue #219: NPC Personality Matrix Tool
This is an NPC Generator inspired by the tip from Manuel
Ebert in Issue #219. It generates a personality for the NPC,
and tries to assign it an occupation fitting to its mental
characteristics.
NPC Personality Generator
Return to Contents
3. Advanced Excel Sheet Examples
From: Loz Newman
Multiple-file data concentration.
Sounds intimidating? It's actually easy, once you know how.
What is it and why use it? Players have the pesky habit of
changing characters, which means you get to type a new one
into your spreadsheet.
But, what if your Excel file for the PCs is full? You have
the choice of over-writing a slot, losing the potentially-
useful-in-the-future old character, or....
There's a technique for grabbing all the Group Stats info
and putting it into another file, then selecting the PCs you
want to show on a instantly customisable Group Stats sheet.
This can show the stats on the group of PCs that _you_ pick,
even if the PCs are in different Excel files. That's called
concentrating the data from multiple files.
How? Download this article, which includes a tutorial and
examples.
Return to Contents
4. Treat NPCs Like Heroes From A Different Angle
From: Tyler Elkink
re: Roleplaying Tips Issue #211
Hello again, Johnn. When I saw the section on paranoia in
Issue #211, I couldn't resist adding my two cp.
I am renowned for my "evil, evil GM" ways. Outside the game,
when asked to describe me in one word, my players used
"evil," or even, "My God, man, you only want one word? Is
evil-horrible-evil-evil a word?" Suffice to say, I'm
terribly pleased with the reputation.
The whole reputation, which causes new players to cower and
experienced ones to wince or sob openly, is based on two
tactics. First, and least important, I feel it's necessary
to balance not just good and evil, but the abilities of the
PCs and the NPCs. While I abhor killing PCs for anything
except dumb mistakes, every player knows that major enemies
are not just capable of matching them, but overwhelming
them.
I treat NPCs like heroes from a different angle; why should
they be without spectacular magic items, rocket launchers,
or the city-levelling power of the PCs? In one memorable
instance, an earth mage NPC in my GURPS campaign managed to
barely evade the would-be fatal attack by the air mage of
the party. Seeing his life in mortal danger, he cast his
most powerful spells immediately, and summoned three huge
earth elementals. The PCs spent the next 2 hours scrambling
like rats as the living rocks smashed warehouses and
collapsed skyscrapers.
Secondly, and far more effective, I ensure the party needs
an NPC to fulfil some role. Perhaps they need a guide in an
underground city, or their healer is out of commission. In
extreme circumstances, a ruler may threaten them with messy
death if they don't take his nephew along on their
adventure. Once the NPC is in the party, I make him
indispensable and/or useful.
In the GURPS campaign, the PCs were desperately trying to
find The Tragametopolist, a serial killer, powerful illusion
mage, and skilled alchemist. They were also heavily
dependent on helpful John Bull, a cocky healing mage who
stayed in the background until the battle was over and they
needed their limbs reattached. For what must have been
about four months real time John Bull tagged along, helpful
and cheerful, as other guides turned traitor and stole
essential items, magic rings, and helpless party members.
The party more than once screamed, "The next helpful NPC we
find, we kill!", and they did.
Several NPCs I provided simply for the purposes of
information or item creation were mercilessly slaughtered,
causing the group unending problems in the magic community
as they gained a name as serial killers. It was delightful.
Finally, however, the group found the necessary magical
item, found the Tragametopolist, and in a huge, climactic
battle, killed him.
Then the illusion of the cultist horde and their mage leader
dissipated. The PCs looked around, astonished at the fading
carnage, and saw John Bull, smirking at the entrance to the
stadium. His image wavered and fell, and there was the
Tragametopolist, holding the magical item. As an added
bonus, he'd been in the group long enough to develop and
administer (while "helpfully healing") potent magical
poisons that reduced each person's primary ability; magic,
strength, even psionics!
To this day, whenever I see people from that campaign, they
shake their heads and mutter dark imprecations.
Return to Contents
Star Wars Roleplaying Game: Saga Edition
The Ultimate Star Wars Core Rulebook.
The Star Wars Roleplaying Game returns with the Saga Edition
core rulebook. Featuring everything you need to play and run
the Star Wars Roleplaying Game, this book features updated
content from all six Star Wars films, updated rules that
take full advantage of advances in the d20 system, and a
streamlined system that makes it easier than ever to get a
game running.
The Saga Edition core rulebook features allows you to:
- Create a character using the expanded and updated classes:
Jedi, noble, scoundrel, scout, or soldier
- Choose class features from a variety of talent trees
- Select skills from a consolidated skill list
- Take advantage of an all-new Force power system
- Engage in high-speed chases and furious starfighter
battles with the new integrated vehicles and starships
system
- Bring a droid companion along for an adventure, or play as
a heroic droid in moments
- Visit the galaxy with a gazetteer, which provides heroes
and their players with information on the Star Wars galaxy
- Engage in fast-paced combat, with streamlined combat rules
that let blaster shootouts and lightsaber fights reach the
frantic pace of the movies
- Craft an exciting story full of the depth, energy, and
entertainment of the entire Star Wars saga!
Star Wars Roleplaying Game: Saga Edition at RPG Shop