Roleplaying Tips Weekly E-Zine Issue #403
15 Holiday Adventures
Contents:
This Week's Tips Summarized
15 Holiday Adventures
- The Great Eel-Culling
- The Time-Travelers' Heptennial
- The Lyres' Testament
- Remembrance of the Seed
- The Great Races
- Marketsfront
- Humanity's Memoriam
- Feats of the Queenlings
- Day Of The Storm
- The ACME One-Day Super-sale
- Atonements' Day/Atonements' Eve
- The Milking
- Dawn of the Coming
- Shutters Close
- K'klam
What's Your Favorite RPG?
Readers' Tips Summarized
- Spice Up Your Items
- Name Resource: Plato's dialogues
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Return to Contents
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Return to Contents
15 Holiday Adventures
You can catch part Part 1 at:
Roleplaying Tips Issue #344
All these holidays were written by jl hatlen linnell.
Return to Contents
1. The Great Eel-Culling
Black Harbor is a vibrant trading community built on the
mouth of a large river and the open end of a busy harbor.
The harbor itself has only a narrow passage to the ocean
between high cliffs of a mountain range that otherwise
blocks passage to the ocean for some miles.
This harbor is quite important to mercantile traffic for
the town's artisan community and for agrarian goods from
the surrounding countryside.
Among the creatures of the harbor is a prodigious species of
eel. Each year, a female Harbor Eel lays close to a thousand
eggs, which mature and hatch in the week following the
summer solstice.
These eggs are a prized delicacy, and a pricey commodity,
but their sheer number threatens the harbor with
overpopulation, halting shipping and endangering the
ecosystem of the harbor.
Every year at the solstice, the community gathers for a
grand contest. All men and women over 12 and under 40 are
invited to gather all the eel eggs they can find.
Whoever gathers the most eggs (by weight) receives a
generous cash prize from the merchants' guild, and is named
the Grand Elver. This honor involves parades at each equinox
and solstice, culminating in a spectacular celebration at
the end of the year when the crown is passed to the next
bearer. No citizen may hold the title of Grand Elver for two
consecutive years.
Encounters: The harbor will of course be teeming with
competitors, and random conflicts or collaborations with
others are matters of course.
Some other encounters:
- Previous Grand Elvers hoping to restore their glory.
- A magically- or mechanically-apt youth using a great and
impressive (or ridiculous) machine to gather eggs.
- Crowds of fans along the shores, perhaps seeking
autographs, or memorabilia, or offering assistance (or
distraction).
- Sabotage by financiers supporting an opposing team.
- "Eel rights" protesters - perhaps peaceable, perhaps
armed.
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2. The Time-Travelers' Heptennial
Date: 3rd day of the 9th month of the year 1026
Runcliton is an interdimensional port well-known to the
community of time-travelers, frequented by spacefarers and
travelers from myriad worlds and dimensions.
In celebration of the community that brings this city its
thriving port industry, Runcliton has established a grand
celebration on the city's grounds, roughly 1,000 years
before the city's foundation.
As a custom, time travelers return to the site and date of
this celebration to join the revelry, add new parades, and
pursue new adventures for one day's time.
The day after the festival, the site is disassembled, and
the grounds thoroughly cleaned, except for one large stone
engraved as a memorial to the day's festivities. It is open
to philosophical debate whether the marker drew the first
celebrants, or the first celebrants left the marker.
Encounters:
- The PCs might run into themselves. Pick this apart in your
head and decide how it alters your campaign. (Maybe there's
a parade featuring one particularly famous traveler in seven
iterations?)
- Open a book. Any book. Pick a person, and they might be
there. This is open to all the goofy ideas you might expect
of TOS Star Trek or old Dr. Who series.
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3. The Lyres' Testament
In this kingdom, musicians are an active part of the
culture, serving as messengers, announcing guests to court,
entertaining nobles in their chambers and tradesmen on the
street.
Despite this, the musician's life is humble, barely above
the life of a simple servant. But the current king is a
great lover of the arts, believing that life would be dull,
empty, even morally bankrupt without the wisdom and
emotional outlet offered by the society's musicians. Early
in his reign he decreed a special holiday: The Lyres'
Testament.
On the day of the Lyres' Testament, bards rule the town. Any
order given in song by the minstrels is binding for three
days' time. For three days, the town sees a mix of anarchy,
tyranny, levity, and confusion - and a great influx of
tourists who come to see the spectacle.
After the three days are over, the minstrels put on a great
parade, and return order to the city's mayor by placing a
huge ornamental crown of banana peels upon his head.
Encounters:
- Minstrels, naturally. By ones, twos, even bands. You're at
their command.
- Tourists coming to enjoy the spectacle. They may be fools
with their money, or experienced travelers.
- A restaurateur, angry at a new law requiring every dish be
served directly from an employee's shoe.
- A singer with a broken lyre - perhaps a PC has the ability
to repair his lyre and restore his power for the day. What
price will the PC demand?
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4. Remembrance of the Seed
This day is inspired by the World Tree setting, but can be
used in any setting wherein a single plant - or perhaps a
crop source - is the basis of a community's identity or
well-being.
This is a religious holiday, when sages lead the town in a
memorial to the seed that began it all. Be it the first
grain of barley, the acorn, the bean at the base of the
stalk - whatever birthed the plant that is the heart of this
community is honored on this day.
Alongside religious honor, there will of course develop a
secular celebration. Percussion instruments filled with
seeds, grand plant-like costumes, perhaps exchanges of
seed pods filled with gifts or candies.
Encounters:
- Farmers, plant-tenders, etc. depending on the nature of
the plant. They'll be especially honored, and any
interaction with them has a different power relationship on
this day.
- Crowd members (or party members) who are at odds with the
plant-based religion might find themselves in conflict with
community folk.
- Many shops close down for the Remembrance of the Seed. If
players have an emergency need, they might be out of luck.
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5. The Great Races
This holiday works in many settings. Perhaps a community
with many horses; perhaps a society like that in Mad Max, or
Car Wars; perhaps a town with a strong automobile industry,
or a community whose youth greatly admire modern vehicles,
and whose industry and politics depend on the same.
The holiday is an annual race day, when the best and fastest
are called forth to compete. We all know what NASCAR looks
like, or young Anakin's races in Star Wars. What if the
whole community were invested in these races? The racers
themselves - and their supporters - become objects of great
civic pride.
Encounters:
- If the players are racers (or support a racer's team),
they may come into conflict with gangs, financiers, or other
supporters of a rival team.
- All the marketing you can imagine. Plus, crowds that
include swindlers, con men, and pickpockets.
- Sabotage. Somebody hobbled a major contender's vehicle or
steed, and the party is called upon to investigate - or
retaliate.
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6. Marketsfront
In this community, the "market season" is a limited time of
year. This might be due to repressive regulations from a
government or emperor, or it might be that the community's
economy is tied to agriculture in an area with a sharply
defined rainy season.
Either way, when the trading season opens, a massive
festival marks its start. Merchants put out their finest
wares and produce, peddlers and performers line the streets,
children and lovers look around for gift ideas. It's a day
of vibrant bazaar activity.
Encounters as you'd expect for any active marketplace - but
this is more crowded and something of a sensational
atmosphere.
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7. Humanity's Memoriam
This could be a science fiction setting wherein the great
majority of humankind was wiped out generations ago by an
alien invader. Or it could be some other setting after a
plague or war destroyed the human race. Or maybe a small
society born from the descendants of a starship that crashed
on a remote planet without hope for rescue.
Anyway, once a year a memorial is held for the humanity that
was - for the distant ancestors that have been lost. For
some, this is a sombre day, and for some a day of
celebration and "toasting" of the not-forgotten. For others,
it's just a bank holiday and a day to goof off.
Encounters:
- Religious zealots or nationalists use the holiday to press
their agenda, harassing someone whom they claim has
"forgotten the true meaning" of the day. A scuffle ensues,
and the party is caught in the middle.
- Supernatural twists: The departed ancestors actually come
back, and a horrific or light haunting-style adventure
ensues.
- A vendor approaches the party selling "relics" of the
long-past. Most of his wares seem to be cheaply-made frauds,
but one item has a magical glow to it, or can be appraised
highly by a character. If they buy (or steal) it, what does
the item mean, and who else wants it?
Return to Contents
8. Feats of the Queenlings
This holiday is an important event for a race organized much
like ants or bees, with a central queen and castes bred to
fill needed social and economic roles. Queens rule
absolutely, but only in five-year cycles.
During the fifth year, a batch of five to twelve
"Queenlings" is bred, and at the culmination of the year,
they spend one week competing for the honor of the crown.
This will be a week of tournaments, fights, and displays
drawing huge crowds from this race and perhaps others who
are fascinated by the rare spectacle. What happens to the
"losing" queens? Are they killed, banished, or do they take
some other caste's role?
Encounters:
- Fights or small brawls between "fans" of a given
queenling.
- An escaped queenling approaches the PCs, fearing for her
life. Will the PCs smuggle her out of the realm?
- The PCs place a bet, or otherwise become involved in a
gambling deal surrounding a match. Any number of adventures
may open up in the world of organized crime.
Return to Contents
9. Day Of The Storm
Fifty years ago, this village was founded by the survivors
of a starship that fell from the sky. The ship had been
caught between a meteor shower and an energy storm, and was
thrown down from orbit.
The majority of the crew of 3,000 survived the crash, and
each year, the anniversary of the storm is celebrated. To
outsiders, it looks like a very joyful celebration of the
crash itself - but this society is grateful for their
survival, and takes great joy in commemorating it.
Encounters:
- Passers-by greet the PCs with the joyful shout "We are
fallen!" What do they make of this?
- The town "madman" hollering and reminding others that
"people DIED on that day!"
- If PCs arrive on-planet during the holiday, how do
denizens react to new contact with an off-world ship? Some
will greet them with joy. Some might sabotage their ship or
set it up to "fall" like their ancestors'.
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10. The ACME One-Day Super-sale
This is for all the cartoon characters. One day each year,
the ACME Central Supply Warehouse offers a stunning discount
on all its merchandise for twelve hours only!
All the greedy cartoon characters storm through the store to
find the greatest gizmos and basic necessities at rock-
bottom prices.
Encounters:
- You and granny both reach for the last box of corn flakes.
- Cleanup in Aisle 10! The aisles are flooded by a broken
MONDO-JUG of oozing motor lubricant. All must struggle to
keep their feet (and their goodies).
- Mack's Head-zoom! A television set in the electronics
department starts an ugly argument with one of the PCs.
- The final countdown - sale's almost over and now
everyone's racing to the checkout line! You've got less than
twenty seconds, and you're cut off by an obnoxious and self-
centered duck!
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11. Atonements' Day/Atonements' Eve
(Revengenight or Day of Returns)
Atonements' Day is an ancient holy day when the people of
the empire gather in places of worship to list their sins,
perform penance, and receive a blessing of absolution. The
faithful are expected to keep with them this sense of
purity, and over time take part in fewer and fewer misdeeds.
But society's not so pure, really. The night before
Atonements' Day has devolved into a day of reckless
debauchery for many, akin to Mardi Gras - with a vengeance.
Indeed, vengeance is a growing and serious trend, as a
burgeoning number are taking this day to make a list of
people who have wronged or offended them, and seek
retribution.
They attack, to steal back "repayment," or otherwise malign
perceived wrongdoers, expecting to be absolved on the
following day. Atonements' Eve can be a night of great joy
and excitement, but also a night of intrigue and danger.
Encounters:
- Some religious communities are quite concerned with the
"abasement" of the Atonement holiday, and their
proselytizers and teachers will be found in many places.
- Criminals are likely to keep a low profile on this day,
fearing attacks by others. On the other hand, the festival
might draw out a vengeful or reckless spirit in the most
surprising sorts. PCs could be drawn into a web of bizarre
vengeance, or caught between unusual combatants.
- If new to this land, PCs might observe a day of wild
debauchery, and wake up to a land of piety and stricture.
They will no doubt offend somebody that next morning.
Return to Contents
12. The Milking
This is not a holiday tied to the date of a year, but to the
life of an animal. For a nomadic, riding culture, the
lifespan of their animals might be as important as that of
any human in the group.
Perhaps a large celebration (akin to a 'coming of age'
birthday party) might be held when a young herd member or
riding beast bears her first offspring. The people share of
her first milk, and bestow her with gifts, markings, etc.
Encounters are fairly straightforward, as such communities
are small. This could be part of a culture your party is
from, or the party could encounter and travel with such a
group and experience this celebration along the way.
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13. Dawn of the Coming
In a community on a fantasy world, there are legends of a
great visitation from the sky. Take any story of bright
lights, saucers, or gangly men with globe-shaped heads; all
the tropes from cheesy ET/visitors science fiction.
The story has it that the visitors brought the end to a war
and a period of famine, and promised to return "another
year" with greater blessings. Then they boarded their ship
and flew away, disappearing in twelve minutes beyond sight
into the sky.
Each year, the people of this village gather on the
anniversary of this promise, an elaborate ritual of thanks
is performed, and the townsfolk look to the mountaintops for
twelve minutes before returning to town for a large feast of
thanksgiving.
Will the aliens return? What was meant by their promise? If
it is not true, it might be the opening for an alien
invasion. Or, the visitors might have simply lied to pacify
the crowd.
Encounters:
- Children who insist the "visitors" never really existed.
What sort of tension might they create?
- The actual aliens return (see above).
- If the PCs are from elsewhere, and express their own
doubts or confusion, they might be met by hostile response.
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14. Shutters Close
In the first year of an ancient king's reign, he declared
the first day of winter to be a day of and for the family.
On this day, every person was to remain in their house
celebrating love and honor within their household, in the
interests of a stronger family and a stronger community.
Over time, this law has lapsed, but a thousand years of
tradition remain strong in the culture. On the first day of
winter, throughout the nation, windows and doors are drawn
closed, shops are empty, families are together, and all are
focused on their closest personal relations.
Encounters:
- Where do the homeless and the solitary go on Shutters
Close? A secretive underground group might develop to share
a sense of "family" where they can find it. Of course,
others might shame them for leaving home to be with mere
compatriots.
- Perhaps the party enters a town that appears deserted.
What will happen before they realize why no shops or streets
are occupied?
- Campaigners for the "old ways" might form a vigilante
group to keep the "unworthy" off the streets this night.
- A party member might be invited to one family's home for
the night, in sympathy for their lack of visible family.
- An important NPC might leave the party unexpectedly to
return to his home for the holiday, deserting the PCs at an
inopportune time.
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15. K'klam
This is for a science fiction setting, where humans exist
among a large collection of alien races. One race in
particular has a tongue unpronounceable by humans, and
communicates telepathically with humans when they do.
Once each year, this race has what appears to be a large
celebratory festival. They have shared nothing of its
origins or meaning with other races. The holiday has come to
be described by outsiders as "K'klam," the closest human-
pronounceable equivalent to a common cheer shouted by groups
on this day.
Through the day of K'klam, the aliens orchestrate large and
irregular parades, acrobatic displays, and shoot fireworks -
not in a large display, but seemingly at random to punctuate
the day.
It is a day of fasting for the aliens, and they are quite
offended if others eat around them. At nightfall, the aliens
eat one normal-sized meal, and then run through the streets
offering bread and fruit to everyone they meet, hollering
"K'KLAM!" as they go. If their food is refused, they tend to
giggle uncontrollably.
Encounters are celebratory aliens cavorting randomly, and
bewildered fellow city-folk.
* * *
Holidays as GM Aids
Holidays can be much more than minor background elements or
distractions. Turn them into GM tools that speed up prep
time, supply a whole new batch of campaign seeds, and make
your world deeper and more realistic without a lot of GM
overhead.
If this sounds interesting, you might enjoy these tips:
Return to Contents
What's Your Favorite RPG?:
7th Sea
From: John Gallagher
Hurray, another chance for me to hype my favorite system of
all time. I recommend you take a look at 7th Sea; the
original rules set, not the d20 version. It has everything
you could ask for, and a couple of things you didn't ask
for, but implied.
7th Sea is a classless system based on build points. It
includes personality and background as part of the chargen,
in a rather unique way. It *costs* points to buy a
background.
The payoff comes when the background plays into the story.
The PC gets bonus experience if the player roleplays the
background well. There are also disadvantages that give more
build points, and these also focus on roleplaying, not
crunchy bits.
The system couldn't be much easier. Traits and abilities are
ranked from 1 to 5. To accomplish a task, find the
appropriate ability and associated trait, add them together
and roll that many dice. Keep the best few dice equal to
your trait. That's it. That's pretty much the entire
mechanic.
That leaves a lot of room in the players' guide and GM guide
to talk about the world, with plenty of info for each nation
so that you never need to buy a supplement if you don't want
to.
If you don't want to pay retail, you can sometimes get the
two core books on eBay, and they're also available at
Drive-Thru RPG. And there's plenty of room to add levels of
complexity to the rules or to tinker with them if you like.
Maps are kind of optional, but can be handy, mostly to keep
track of levels of height. There's no need to scale them;
ranges can be handled by DM decision. And falling damage
isn't calculated by how many feet you fall, but by what
"level" you fell from.
For instance, the bartop is level one, as is everything
roughly the same height (table tops, etc). The first landing
of the stairs is level 2, the second floor balcony is level
3, and so on.
Magic in 7th Sea is interesting. It runs in the bloodlines
of the nobility, and the different nations each have a
different magic associated with them.
One nation's magic is called Porte, and is based on
transporting items and people. Sorte is fate magic and
affects odds of success or failure. Another nation's magic
allows them to assume animal forms.
As you progress, the powers increase: you can take more
people with you when you teleport, you can assume only part
of an animal's form (for instance eagle eyes), etc.
Sorcerous power is considered evil by the church, so there
is a check on magic.
As for roleplaying, well...7th Sea is a swashbuckling game.
It encourages roleplaying at every level, including during
combat. It's not enough to just beat the bad guy. You have
to look cool doing it.
Good swashbuckling is rewarded with something called Drama
Dice, which are core to the game. You can add them to any
roll, except damage. If there's an ungodly hard task to
perform, throw drama dice at it. Sorcerers use them to power
spells. Players are constantly looking for them.
You don't just come down the stairs to him and bash the bad
guy. You swing down to him on a chandelier. You slide down a
rope. You drive your knife into the sail (or pennant) and
use it to slow your fall as you leap down. You jump onto one
end of a long table and send the other end see-sawing upward
to bash him in the chin. And yes, there are abilities listed
for all of those things.
And regarding maps: the rules encourage GMs to just say the
hell with it. When the player asks if there is a chandelier
rope handy for him to swing down on, just say yes. If he
asks if there's a beer mug handy for him to throw, just say
yes.
Powergamers will love the various swordsman "schools" that
grant some nasty combat maneuvers.
Storytelling is essential to this game. Swashbuckling isn't
just combat.
It's political intrigue, spies, maneuvering through polite
society while figuring out who is good, who is evil, and who
just looks evil. It's romance, it's honor and it's calling
someone out to duel when they insult you. It's exploration
of newly discovered lands and saving the queen's honor.
The method actors will love the emphasis on style and
manners, and everyone will love swinging on ropes and firing
pistols on the way down.
As you can tell from the above, the setting is upbeat. But
if you wanted to play it like a World of Darkness game,
that's there too, in the supplements.
I think you'll find 7th Sea could just be the ruleset that
allows you to satisfy all your players on the same night.
I've got the same kind of group you do. Roleplayers, min-
maxers, and tanks, and they all seem to be having a ball.
And this response has gone on longer than I intended, as
usual when I get started on 7th Sea.
Good Gaming.
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Spice Up Your Items
From: Tommy H.H.
Here is a table for spicing up old treasure.
When using this table, keep in mind that any magical item
generated by this should be one less level than rolled or
have -1 abilities.
It works best on items already generated by a table.
- 01 Burnable
- This item must be held within 3 cm of its owner to be
burned. A burned item becomes dust, but in return it
activates a single special ability known only to its owner.
This ability is in addition to any abilities the item
already has.
- 02 Burn-preventer
- This item can recreate a burned item of the same type as its
own. Roll a D6 when the other item is burned. On a roll of 1
or 2 the item is recreated and may be burned again.
- 03 Hostile
- This item will try to destroy items of its own type each
turn.
- It will destroy enemy items first if any are present.
Roll a D6 as long as there is a magical item of its own type
present.
If the roll is higher than that item's number of abilities
(or equal) the item is burned away as if it were burnable.
Some hostile items are stronger than others, so you may add
± to the roll.
- 04 Living
- The item becomes a living item. Roll a D6:
1-3 animal origin
4-5 plant origin
6 mineral origin
The item is now able to function during any kind of anti-
magic, except anti-magic that affects magical beings. The
item can be affected by diseases, mutations, salves and so
on; it is considered living in all aspects and might have a
soul and become undead.
- 05 Self-activation
- The item may use its own abilities whenever it wants; it
has a will of its own and must have an alignment. Only users
of an appropriate alignment may coax the item to do their
bidding.
Only a heroic alignment item would self-destruct to save
others. The item might have an idea of what it wants for
itself, and could try to achieve its own goals.
- 06 Changeable
- The item is able to disappear into the void, to be replaced
by another item of the same type, with a random level of
power.
- 07 Spellrunes
- A spell is inscribed in the surface of the item. (Or 2D3
spells, if you like.)
This spell is treated as if in the page of a book. The item
counts as a book when referring to magical side-effects that
will alter spells in a book in any way.
- 08 Sun/Moon-Special
- The item has a second set of abilities that are active only
during the day/night.
- 09 Elemental Nearness
- The item has an additional ability that is only available as
long as the item is within 10 meters of a special element or
resource.
This may range from ice and dragon blood to crystal and
cheese.
- 10 Movement
- The item can move by rolling, dragging, jumping, flying,
teleporting or other movement types. The item may either be
moved by its owner, or if it has a will, by itself.
- 11 Rune Of Creation
- The item is inscribed with a rune that has directions on how
to magically duplicate the item. The copy however will not
have the rune inscribed (unless you want it that way).
- 12: Roll Twice Or DM Tests New Ability
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2. Name Resource: Plato's dialogues
From: Damien
Here is another idea for fantasy names. For a lot of names
from ancient Greece, try Plato's dialogues, especially the
earlier, shorter ones (e.g. Ion, Laches, Charmides).
They are always named after one of the characters that
Socrates argues with, so you can pick up a stack of names
just by looking at the contents page from a volume of his
works. They are also all on the Internet.
Skim through a couple of dialogues and you will harvest a
lot more names, as prominent people of the day are often
mentioned. For example, Pausanias from Cerameis or
Pherecrates the playwright.
If you have a party that enjoys roleplaying, maybe introduce
an NPC like Socrates - an irritating sort who questions
characters' beliefs and ties them in knots with logic. Of
course, you will have to be on your toes for this to
succeed.
It's even better if the Socrates character has no powers or
abilities other than his quick wits - this pesky old man has
just publicly proved that your paladin PC does not even know
what "virtue" means - can the PC resist killing him with a
single blow? Requires some effort from you, and only works
with certain players, but can be rewarding.
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