Roleplaying Tips Weekly E-Zine Issue #424
Skinning Gaming Systems
Contents:
This Week's Tips Summarized
Skinning Gaming Systems
- The Amazing Races
- Class Act
- Not Too Racey
- Class is Out
- Genre-Bending Fun
Readers' Tips Summarized
- Very Short Stories
- RPG Forums and Chats
- Free Sound Clips
- Optional D&D Rules
- The Only Sheet, Free
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Campaign Update
This week will be our 7th session in our new D&D 4E
campaign. The PCs are second level and we are still running
through the Keep on the Shadowfell adventure. The party is
about to descend to the second level of the dungeon where
great danger awaits. The meta gamers in the group will
notice that the module - when I have it laid open for
encounters - is now thicker on the left side than the right
- so the end must be near. Question is, will it be the end
of the adventure, or the PCs?
This has been one of the strangest campaign starts for me.
The initial premise was to use the first 4E module to test
out the rules and see if everyone wanted to switch to the
new edition or play something else. Because the adventure
hasn't ended yet, there has been little setting or plot
introduced. The party also hasn't established much of an
identity, and the PCs are still figuring out why they exist.
At campaign start we began in the city of Carnus (Ptolus
with a new name and some different elements) and the PCs
were all employees of Lord Falroth, a mysterious rich man
who chooses to live in the slums. This last-minute add-on to
the adventure has saved my bacon because there's not much
else tying the PCs and campaign together at the moment.
Once we finish Shadowfell though, plots and characters
should begin to develop. I haven't decided if I'm going to
offer the second module in the series as an adventure option
to the group, but I'm definitely keeping the dungeon's base
village of Winterhaven as a recurring locale.
I think the lesson of the story is that, even with the
typical D&D zoo party, an additional unifying element such
as an employer - even if vaguely defined - can help keep a
campaign alive in the early days, as everyone looks around
and tries to get a feel for what things are about.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Skinning Gaming Systems
By Hannah L.
A strange thought occurred to me the other day: everything
in a gaming manual that isn't a number can technically be
classified as "fluff." I'll use the D&D 4th edition Player's
Handbook as an example, but this applies to any system.
There are eight player races. Each race has characteristics,
based on how they're normally perceived. Halflings are
small, sneaky and mischievous, so they have a Dexterity
bonus, skill bonuses in Acrobatics and Thievery, a size of
Small, and various other related benefits.
Do you know who else are small, sneaky, and mischievous?
Imps.
If all the descriptive text were gone from the page, and
someone asked you what race's stats you were being shown,
would you be able to guess it was a Halfling? Probably. But
if someone showed you those very same stats, surrounded by a
description of imps, would anything seem out of place?
Changing the description while leaving the mechanics mostly
alone, or "filing off the serial numbers" as it's sometimes
called, is hardly a new technique. But while I've seen it
used on monsters and items, I've yet to hear of anyone
applying it to the core races and classes on a large scale.
I think of it as being like skinning an operating system:
you get to personalize the entire look and feel without
worrying about messing up any of the underlying
functionality.
There are a lot of interesting things you can do with this
idea once you get started thinking about it. Here are a few
examples to get the creativity flowing:
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1. The Amazing Races
Let's say we wanted to run a campaign with a party of
demons. Usually, this would involve trawling through various
obscure manuals looking for templates and monsters that fit
the concept, then tweaking them endlessly and hoping against
hope they turn out balanced.
Instead, let's start with Halflings as imps, and see where
we can go with the other races.
Dragonborn are strong, charismatic, intimidating, and attack
with a breath weapon. They also gain a bonus to attack when
bloodied.
The breath weapon isn't a far cry from a banshee's screech,
and the bonus when bloodied fits well with the banshee's
mythological associations with death. They don't just herald
death; in some versions of the myth, they are dead
themselves. It makes sense they would only get stronger as
the battle progresses, and death draws closer.
The Charisma and Intimidation bonuses are easy; banshees are
beautiful, yet terrifying. Strength is a little harder to
rationalize. Still, given that everything else fits well
enough, it shouldn't be too difficult to find an
explanation.
Tieflings are associated with demons already, so this should
be easy. Resistance to fire? Sounds like an ifreet.
Then again, the Tiefling bonuses aren't to Strength and
Constitution, like you'd expect from an ifreet; they're to
Intelligence and Charisma, and the skill bonuses are for
Stealth and Bluff.
Tieflings' at-will power doesn't actually do fire damage, so
it could represent just about anything. If I didn't know any
better, I'd say they looked more like incubi and succubi.
And so on. Once you take away all the fluff surrounding the
core mechanics of a race, you can apply those stats and
bonuses to just about anything.
What about different models of cyborg? Dwarves are obviously
cyborgs enhanced for deep-space mining, while Elves are more
often used for recon, and Human-model cyborgs trade out
specialized power for versatility.
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2. Class Act
If we can change the names of races, what about classes?
Clerics are all about channeling divine power, or so we
think. Considering you can play a cleric that doesn't
worship a specific god, the mechanics aren't actually
closely tied to that core idea.
Let's take a look at what a cleric really does. They have
the role of leaders, their key abilities are Wisdom,
Strength, and Charisma, and they focus on healing and
shooting lasers. Well, maybe not lasers. Then again, why
not?
No matter how you describe their attacks, the main theme is
this: they deal damage to an enemy while helping an ally,
either by healing them, or giving them bonuses. Who else
would be interested in doing that?
Perhaps a barbarian clan's shamans draw their healing power
from the clash of battle, and thus can heal while they
fight. Maybe a strange cabal of sorcerers have studied how
to steal life from their opponents, funneling it to
themselves and their allies instead. Now the clerics' hit-
and-heal powers suddenly have a sinister twist.
Sure, clerics can still heal outside of battle. But perhaps
that represents the stored life-forces of their many slain
opponents. All of a sudden, you're playing a Banshee
Souldrainer instead of a Dragonborn Cleric. The mechanics
are the same, but the gameplay experience is very different.
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3. Not Too Racey
When you come down to it, all races are a set of bonuses and
stats. True, you could get them from being an Elf or a
Dwarf. But why couldn't you get them from attending a
certain fighting school?
You could run a campaign with only humans, but still enjoy
the mechanical advantages of having a mix of races. Instead
of being a Dwarf, your fighter attended a school that
focused on endurance and never giving up ground. Your wizard
isn't an Eladrin; she just studied intensely to learn how to
teleport.
Your charismatic, intelligent rogue who is extra good at
bluffing is not a Tiefling. But he did attend a bardic
academy that also offered courses in fire walking.
Or maybe humans are boring, and everyone is an elf.
Dragonborn are the elves that have given up a bit of their
flexibility to focus on being strong defenders of their
homes. Dwarves are elves that have forsaken the trees to
live on the ground, something that many of their relatives
disagree with. Tiefling elves just have bad tempers.
Unlike the other tips, this one is more likely to remove
color from the game than add it. It's a great way to expand
the mechanics available if you know you want a campaign of
all one race, but it can make the party feel a little bland
if not used carefully.
You don't have to use this - or any of these -full-force. If
you have a player who likes the idea of being harder to
magically push around, but has something against Dwarves,
then let them be a human with special training. Everyone
else can still play the different races as normal.
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4. Class Is Out
If races are a set of bonuses and stats, then classes are a
set of bonuses and a progression of powers. But powers can
come from a lot of places. Maybe it isn't your profession
that improves as time goes by, but instead something else.
What if it's your race?
You're not a cleric, but an Avatar of a god. You come from
the divine planes, and travel the mortal ones to do your
god's will. You start with a fraction of your creator's
power, but as you continue your journey, your power grows.
If classes are races, then what are races? Well, they must
be classes. In the case of Avatars, perhaps they represent
the god, or type of god, the Avatar is a part of.
You could map them to sins and virtues without much
difficulty. Elves are Pride, Dwarves are Patience, Halflings
are Avarice, Tieflings are Wrath, Dragonborn are Justice,
and so on. You're not playing a Dragonborn Cleric or a
Banshee Souldrainer; you're playing an Avatar of Justice.
You can go beyond just race and class when deciding what the
stats in the book represent. Perhaps all the party members
are possessed by legendary artifacts that grow stronger over
time. Clerics are possessed by fragments of the Scepter of
Life, Fighters by shards of the Shieldrender's Sword,
Warlocks by pieces from the Seven Crystals of Lost
Beginnings, et cetera.
Getting more futuristic, maybe everyone is infected with a
gene-splicing virus. Fighters have their muscles rearranged
to be stronger, Wizards find themselves suddenly able to
manipulate molecules, and Warlords slowly learn how to alter
the brain chemistry of their allies.
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5. Genre-Bending Fun
If a fireball wand can be a laser gun, then why can't
wizards be robots with built-in flamethrowers, hologram
projectors, and grenade launchers?
I see no reason why a fighter's great strength can't be a
result of cybernetic enhancements, and his weapons of choice
a laser-sword and a vibro-axe.
If everyone is wearing power armor, then the impact of a
laser-sword on an electro-buckler is probably the same as
that of a steel sword on a wooden buckler. So why bother
changing the stats?
Medieval fantasy is great, but so are other genres. Other
systems are great, but so is D&D. The same applies in
reverse - your favourite cyberpunk game probably has stats
that can be converted to medieval fantasy with a little
thought.
Any sufficiently advanced technology is indistinguishable
from magic, as Arthur C. Clarke said. So that laser-spewing
cyborg? You guessed it: Warlock. Knives and batons work just
fine in medieval times, but what about guns? Aside from
magic wands, there are also dart tubes and bows.
It may have the stats of a laser pistol, but that, my
friend, is a hand crossbow specially engineered by a gnome
alchemist to fire tiny vials of exploding potion.
Those medkits your cyberdoc always carries? Funny how they
do the exact same thing as healing potions. Especially since
your cyberdoc has the exact same stats as a cleric.
You can also increase the technology without losing the
fantasy. Urban fantasy games are a lot of fun, and there's
nothing in the description of any class feature that states
"this ability ceases to function after the invention of the
light bulb."
Skill names in 4th Edition are a lot less specific than
before. Why can't Thievery apply to hacking? Anyone with a
high enough Bluff skill should have no trouble committing
fraud via email. The urban jungle is a kind of wilderness,
and if actual wilderness is scarce in your game, why not let
those skills apply to surviving in a city?
What about superheroes? Radiation poisoning is a pretty good
excuse for being able to breathe acid or teleport. Throw in
a few boosting magic artifacts with high-tech names and some
gaudy costumes, change the flying carpet into a brightly-
colored hoverboard, and you're just about set.
* * *
With a little bit of thinking, a little bit of tweaking, and
nothing but the core D&D books, you can run any sort of game
in any sort of setting that you can imagine.
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For Your Game: Wizard's Day
From: Keith Burke
Holiday description: Magic users - wizards in particular -
get to relax and spend one whole day without magic. This is
without choice in perhaps the more controlled societies.
It's named wizard's day because, of all magic users, wizards
work the hardest in preparing or learning spells
Holiday encounters: The evil mind behind wizard's day is
absorbing all the unused mana in the air every year, until
it is powerful enough to unleash a magic barrage against the
temporarily defenseless (or at least unprepared) populace.
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What's Your Favourite RPG? Pendragon
From: Kleef
Ever wanted to know what it is like to be a knight in
shining armour? Ever wanted to woo a noble lady? Ever wanted
to go on the quest of quests: the search for the holy grail?
Then Pendragon is your game. Originally created by Chaosium
but now printed and developed by White Wolf Inc. (under the
name Arthaus). Greg Stafford was its original designer and
has been involved in the fifth edition as well.
The game is set in the time of King Arthur, mostly based on
the book Le Morte d'Arthur by Thomas Malory, written in
1485. The players play knights. There are strict rules of
conduct and what it means to be a good knight, such as
chivalry and courtly love. For those familiar with D&D,
think about paladins.
Furthermore, the world is a feudal world. There is a
distinct difference between commoners, clergy, and nobility.
It is a system driven by the passions and traits of the
characters. At first glance the character sheet seems
overwhelming. You have passions, personality traits,
statistics (like strength, size and appearance), and skills.
The sheet gives a lot of information about your character,
and it makes it easy even for inexperienced players to have
fun playing their character.
But all these stats are unimportant. There is a single goal
for each knight: to gain glory. To do this you need to slay
monsters, save damsels in distress, and go on quests.
Examples are a test of valour, a test of generosity, or a
test of chivalry. A test to prove yourself for your lady,
such as by winning a local tournament.
Why is it fun for the GM?
The most fun part is, while the characters are on a quest,
you can test their resolve. As your players are mostly
driven by their passions and traits you have a clue as what
they probably will do. But also you can pit two passions
against each other, such as their sense of justice against
their loyalty for their lord.
In fact, it is your job as GM to make the characters' lives
as miserable as possible. My own players found this to be
the greatest fun: to see their character in agony as they
have to leave their lovely woman to go off to a war that
will probably kill them. Or the agony of trying to live up
to the standards set by their loved one, to win her heart.
Although your knights might slay a monster, they will
probably keep their fiercest rivals alive. Knights do not go
on killing sprees. They are not mindless butchers. These
rivals can and probably will return to exact their revenge.
Why is it fun for players?
The game has a good set of rules concerning the traits and
passions. As such, it is easy to get a feel for the
character. The rewards granted are personal and it is your
own actions that will give rewards.
Gamers who are fond of group efforts might be repulsed by
this. Luckily, the game gives the players a strict code of
conduct and this makes characters still try and work
together to achieve a goal. Helping a fellow knight will
also be rewarded.
Combat is deadly, so the number of combats will be limited
during a game. A combat might incapacitate the characters
for weeks. This means that as a player it is always good to
try and defeat the foe without a fight. It is not so much a
question of how much damage you can deal, but if you can
show you are the better knight. Thus, a dispute can be
resolved with a song as well as a sword.
The game itself: merits and flaws.
As said, one merit is your character is described in much
detail. Even inexperienced players can have a feel for the
character in a short time. For more experienced players,
this can be restrictive as traits and passions are rolled
randomly, and it can result in a character they do not feel
comfortable with. Usually, I give players the chance to
change their character until it fits their ideas.
Another downside is your players must have a feel for the
period. You must like to be a knight in a period when
chivalry and courtly love is the standard. So no hack and
slash. But for players who like to be a chivalrous knight
struggling to hang onto his beliefs, then this is your game.
Also, the game has no statistic for intelligence; it is up
to the player's wit to invent solutions to problems.
The game can be viewed as slow paced. A lot is done in
downtime, between quests. Usually, the number of quests is
one or, at most, two per year (in game time). The rest of
the time you run your estate, get married, age, and other
such important things.
As a result of this, a full campaign can mean that players
play several generations. Players can retire their
characters and play their own heirs.
A good merit is you can easily introduce or retire
characters. It is no problem when your player group changes.
It is a great game if your player group changes a lot or if
certain players are not always present.
A problem might be that an evening of playing is centered on
one character. It is his quest and he must take the lead.
The others are only in supporting roles. This can mean one
player has a lot to do, while the others have to wait. In my
own groups, players tend to ask and give advice about
actions of other players.
You can make this game a political game if you and your
players like such a thing. Scheming and traitorous behaviour
can be the core of the game. But remember that glory also
determines status in this society, so the word of a famous
knight is taken better into account than that of an unknown
one.
What about magic?
In the world of King Arthur magic plays an important role,
although there are only a few magical items in the game.
Until the third edition there were no rules for magic. This
is one of the things I like the most. As GM, you can invent
your own magic. You can decide what works and what does not.
In the fourth edition they created rules to play a magician.
I find the rules complex and usually ignore them. You do not
need to explain why or how magic works. You only need to
explain its effects.
What about female characters?
Playing a female character is difficult. Women play a
distinct role in the society of Pendragon. They do not tend
to be knights and fighting is not part of their training.
They send off their knights on a quest and stay home
themselves.
If you have a game with a lot of political scheming then you
can have ladies as player characters. But usually I advise
against it. Their role is so much different that it is hard
to keep the group together. Women do not join knights in
their quest to search the hills for the giant.
The game has some possibilities of a woman playing a knight.
But they are very rare, and probably seen as strange by the
other knights.
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Very Short Stories
From: Johnn
Featured in an old Wired Blog post is a feature on 6 word stories. GMs might find the entries inspirational.
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2. RPG Forums and Chats
From: Raven
Hangin Out Forums offers forums and message boards. They
also have a chat center with four different chat systems,
and a forum instant messenger. They have regular and RPG
forums, and the chats have actions, dice, and other stuff.
RPGworlds.org offers phpbb2 boards and chat. It's associated
with Cybatrons and Hangin Out Forums, and members can also
get access to the Hangin Out Forums chat center. All they
have to do is contact Hangin Out Forums, and they'll send
them an email asking for some RPGworlds.org member
information. Once they have what they need, they'll set up
chat accounts for them, so they can use the chat systems at
both sites.
The RPGs at Hangin Out Forums and RPGworlds.org are looking
for both new and experienced players, especially people
interested in getting in on the beginning and helping to
build up new places. A few of them have been under
construction for a while, but are accepting players.
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3. Free Sound Clips
From: Shane Hyde
Here's a website I discovered only recently:
Freesound
Freesound has artists from all over recording sounds of
different types. How this is relevant is, if you do a search
for "city," you'll find .wav files that contain city sounds
- a big help if you're running a city-based RPG (in modern
games, that is).
However, look deeper. Want a decent thunderstorm? They'll
have one for you. A copse of crickets? There's a .wav called
"cricket city" that I found in my search for city sounds.
They should have sounds that suit everyone.
I run my game off a laptop using .mp3s for mood music and
so-forth. Padding these out with a slightly quieter
soundscape adds depth and authenticity. My players love it.
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4. Optional D&D Rules
From: Ronny Hart
I have been a fan of your Roleplaying Tips Weekly for some
time now. I am a DM with no players for a while, so I have
been working on optional rules. I don't know how to best
share my ideas. I was hoping you could help me.
I want to share my ideas and hopefully get some other DMs'
input. Here is a link to my optional D&D time travel rules [PDF].
Here is a link to my optional chase rules:
http://www.caddirections.com/Chase%20Rules.pdf
I am also trying to start up a long-distance Age of Worms campaign.
Check out "Coins" and "Gems" in the "Quick Reference"
section.
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5. The Only Sheet, Free
From: The Only Sheet
I have a bit of news for my D&D 3.5 Product. I have released
TOS free, which is an unlimited version of The Only Sheet.
It supports Epic characters, up to 6 multi-classes, and is
very customizable.
You can read the news tidbit here.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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