Showing posts with label Blog Carnival. Show all posts
Showing posts with label Blog Carnival. Show all posts

Thursday, October 5, 2017

Superstition in Wermspittle (October 2017 Blog Carnival)


The Theme for this Month's RPG Blog Carnival is Superstitions and it is being hosted by the Of Dice and Dragons blog.


A Selection of Superstitions in Wermspittle

"There are things one does Always, Never, and Sometimes. So long as you remember that 'always' doesn't mean every time, that 'never' rarely lasts, and 'sometimes' is just another way of saying 'when it counts.' Like most everything else in life, these will be best defined each for themselves, according to experience and circumstance. In the meantime, let us cover a few of the most common folk practices and urban remedies you will likely encounter..."

Mistress Alicia's Compendium of Expectations, Explanations and Ettiquette
with Guidelines for Dueling, Dating and Discourse (both kind and dire)  
(Expurgated Third Edition),
Wermspittle 1156

Ahem. In Wermspittle it is considered expedient, efficacious and possibly estimable for one to (almost) always do the following...

  • Always mind your own business, especially as it pertains to your person, your mind, or any dealings for which you will be held accountable.
  • Always lock your door, seal any windows, and check under the bed before retiring. Salt, wards, charms or other such sorcerous or religious bric-a-brac will not defend or protect those who do not also use due diligence or good sense.
  • Always keep one eye out for opportunity. Of course, you may use the other one however else you like.
  • Always remember that loud noises attract attention and that in most instances, especially when one might be inclined to make a loud noise, such attention is very likely not desired; thus it behooves one to always carry some rags, old socks, or such-like in order to muffle things, or however else makes the most sense.
  • Always check your boots after traipsing through damp regions; a moment's offhanded inspection could save your toes, preserve your feet, or prevent you from a crippling deformity or even a nasty death.
  • Always use a stick to test for traps. Better yet--get someone else to do so for you. At a safe distance.
  • Always consider how your words might sound coming from the lips of an enemy. To prevent all but the most determined of foes from twisting your words after the fact, consider first sipping some green mead before engaging in any confrontational exposition or contested oratory.
  • Always check your bed before--and after--you lie in it.


...and to Never do these things for they are considered egregious, erroneous, and even evil in all the worst ways.
  • Never ask what kind of meat is being served, and by no means should one inquire as to how it was acquired.
  • Never leave a mirror un-covered, especially if it should be exposed to moonlight.
  • Never spill salt without following it with a flame or three unhallowed nails. No one knows the reason behind this practice. It's just something one does.
  • Never remove a stake, spike or similar device from any corpse, cadaver, or skeleton you might encounter under any circumstances. This is believed to be a hold-over from the old days when vampires where more common, but in any case it is a good idea nevertheless.
  • Never cheat the Little People. They never forget, rarely forgive, and can extract a terrible price for any perceived slights, trespasses or transgressions. Fortunately, they are often amenable to bribery, flattery or subterfuge.
  • Never shave on Wednesday.
  • Never accept a charm, talisman or amulet for free--these things always come at a cost, so make sure you are aware of what you will be expected to pay up front and not after the fact. Also, be certain to get a full and honest explanation of just what the thing is intended to do; never assume it will serve in a particular way, shape or form out of lazy ignorance and empty hope.
  • Never look a gift-horse in the mouth; one can learn far more from examining the beast for parasites, open sores and assorted diseases, maladies or poxes by use of a sliver of podgir horn, or better yet just ask an expert.
  • Never tamper with someone else's spirit-traps, small-bindings, or un-examined effigies unless you are properly prepared for the consequences. Keep in mind, almost no one is ever really, truly prepared for every eventuality.
  • Nothing ruins a friendship quite so thoroughly as an addiction, a debt, or a noble cause.
  • No charm ever offered more benefit to its buyer than it brought upon the one who crafted it in the first place.
  • Never engage in a pact you wouldn't feel inclined to have reversed against you.
  • Never accept a challenge to enter into the Mao Games unless you are surely ready to forfeit your soul...or worse...should you lose.
  • Never cheat a fortune-teller. If they are competent, they will know where, when and how best to ambush you or interfere with your plans. If they are incompetent, they probably have connections or friends in low places whom they can call upon to make your life more miserable than necessary while costing you far more than their initial fee.
  • Never wear new gloves to perform an old task. Likewise, never start a trip in new boots.

When circumstances dictate or an opportunity presents itself, it may be advantageous to do the following...

  • Sometimes it is better to love and lose than to hate and win, but that is philosophy and few have much patience for such tripe. Best to keep philosophy to a minimum in public. It is bad luck to enter into serious arguments without the soothing balm of good food and the social lubrication of liquor. Hungry, sober people make poor philosophers, lousy debaters, and worse audiences.
  • Only ever leave something to the experts if they are working on your behalf, or you have effective leverage over their actions. The second-best academic or authority is often far more pliable, amenable and susceptible to an entreaty, offer or request than the pre-eminent scholar or most respected author on a particular subject.
  • On occasion it can be beneficial to show kindness to strangers, so long as you are prepared to confront the unkindness of strangers, neighbors or your own kin in return.
  • Sometimes even the basest, foulest, most ridiculous rumor, lie or innuendo is preferable to the bald truth.
  • Only take-up protection against that which you feel is warranted -- of course it is often difficult to tell what is truly warranted or needful or appropriate until after things have run their course...after which time it is too late to take up any further such protection. So choose as best you can, then let it be; either you've chosen well, or you'll just have to do your best to muddle through.
  • Sometimes it is better to study another language than to rush to acquire a new spell.
  • Generosity will overcome most social ills, but it might cost dearly. Fear, however, will often serve as a more immediately useful goad to action, but where past generosity might accrue some benefit from the recipient's tardy recollection, fear never bears remembering and is seldom recalled without stirring up feelings of vengeance and wrath.
  • Sometimes even an ignorant lout has a better grasp of the fickle nature of fate, destiny, or luck than any prognosticator, diviner, scryer or the like.
  • Fire doesn't always kill everything. Pay attention. All things have vulnerabilities, if you but know where to look, what questions to ask, and apply the principles of informed observation. It is for this reason that a well-prepared person will carry more than one kind of weapon, damage-inflicting utensil, or a range of harmful substances to test-out as called for by the prevailing circumstances. It is also a good idea to just not get in a fight with things you don't understand how to kill in the first place...if that is an option.



Last Month's Blog Carnival was hosted by Roleplaying Tips,
The theme was 'Short Dungeons & Adventures,
and you can find the Summary/Index post here.


The RPG Blog Carnival this month is hosted by the Of Dice and Dragons blog with the theme 'Superstitions.' Check out the RPG Blog Carnival page as well as the Archives for past Carnivals over at John Four's Role Playing Tips site.

Thursday, July 31, 2014

July 2014 RPG Blog Carnival Wrap-Up


It's nearly Midnight, but instead of turning into a pumpkin or whatever, here's the Wrap-Up Post for the July 2014 RPG Blog Carnival.

The theme this month was Invasive Species. We had nine excellent entries, not counting our own contributions; two of which were by Leicester. Thanks to all of you who participated in this month's RPG Blog Carnival. It was quite a lot of fun to read all the very well written and thought provoking entries.



Leicester's Ramble gave us four minor amphibious horrors that have shown up in the kingdom recently. The Rage Salamander, Thunder Frogs and Pustule Toads are bad enough, then you get the Bleeding Caecillian...ouch!

The Githyanki Diaspora blog provided a means of customizing a Githyanki Invasion using 6d6 to suit your campaign. The Githyanki are one of the truly classic Invasive Species to come out of gaming, and this is a fun set of tables just begging to be used.

The MindWeave Role-Playing Platform featured the Tulkem, a reptilian invasive species that aggressively take over territory by expanding swampland and flooding-out their neighbors and competitors.

Tower of the Archmage released their first issue of their brand-new RPG-zine The Archmage's Octavo and this inaugural issue happens to feature an invasive species! It's a free pdf, so you've got nothing to lose by checking it out, and besides it's really good stuff. There's also a map by Dyson Logos in this issue, so you know it has a great map to go with the new monster, and did I mention there are rules for handling Carousing as Magical Research for Wizards? Go Get it.

Leicester's Ramble featured a fun bit of flash fiction as a second-helping of invasive species goodness. It reminded me a bit of the old Twilight Zone and Outer Limits stories, in a good way. I'm still hoping to read another new installment of Farthing and Tig!

Over at the World Builder Blog they were Preparing for the Invasion and featured the half-devil/half-aberrant Morchia and the mind-controlling parasitic Mystauk, both statted-up for the new 5th Edition rules. Both are excellent monsters and worth taking a look at and could be converted over to another edition fairly easily.

Tales of a GM blog told us all about an intriguing invasive species...a giant albino leech that served a player character as an animal companion! I enjoyed this post a great deal as it would fit right in with Wermspittle in a heart-beat.

Eric's Gaming Pulse took on the task of presenting humanity as an invasive species in space. He raises some interesting points and postulates a setting where more highly advanced aliens hire-on humans as their preferred interstellar workforce since humans require less intensive life support systems than other species. There's some real magic to this premise and you really need to read his post if you're at all interested in a fun scifi twist on the invasive species premise.

Porky delivered a very sparse but effective set of rules for adding financiers into the mix at the table in The Rule of the Jungle and the Self-Invasive Species. It reminded me a little bit of Sir A.C. Doyle's The Lost World and similar stories along those lines where there is always someone with money getting involved, the rich investor who backs an expedition only to force their way on board and try to run things...this is another very well thought-out post well worth your time to read it over and consider how it might fit into your game.


As for ourselves, we posted about the Black Zones, a few Aquatic Terrors for Gus L., Six Nasty Things from the Black Zones, Sickly Yellow Phantoms, Killing Frost, our Third Sewer Encounter table, the Fleshwrought Servitors of Varug, a set of paper minis for the Rilligong, a set of paper minis including several very invasive species such as the Yelg Froth, Bugs, Stompers and there was a picture of a Mucoid included in the photo of our work-space that we posted for Jack. We also did a new robot T-shirt, but those 'bots aren't particularly invasive, so never mind that.

Thanks again to everyone who participated in this month's RPG Blog Carnival!
Next Month's Theme is: Devious Dungeons and the Host will be: Mindweave Role-Playing.



Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to ParticipateHow to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ

Friday, June 13, 2014

What's in the Hole? (Take Two)

The Theme for this Month's RPG Blog Carnival is What's In The Hole? and it is being hosted by Moebius Adventures. The Kick-Off Post for getting things started is right there at the Moebius Adventures blog. This is a great question. One rife with possibilities for all sorts of gaming goodness. So let's take a look at what might be down in a hole in Wermspittle...

What's In The Hole? (Take Two)
  1. Someone's Been Digging-up Maggie's Garden. It may have been those pesky feral children rooting around after her potatoes again. Or it might have been someone after something buried on her property, possibly by a previous tenant or owner...in which case it ought to be hers by rights...

    Maggie's Proposition: The aging Seamstress is too damn old to keep watch in the night and catch whoever is making a mess of her garden. You lot look young and fit enough, and hungry enough to help an old lady out. She offers you food and the services of a Seamstress, if you'll keep an eye on her garden and get to the bottom of what's going on.

    A Dirty Deal: The holes all appear to be dug out with a shovel. Keeping watch over the garden will allow the party to catch a Somambulist's Thrall in the act of digging up the garden within the next night or two. The Somnambulistic Thrall is completely unaware of what they are doing and incapable of being effectively interrogated or questioned. If captured, they will attempt to escape, but if unable to do so, they are under a powerful hypnotic compulsion to destroy themselves before they can reveal anything. If their clothes and body are examined, there is a small grayish alloy medallion stamped with the image of a three-headed eagle grasping a thorny rose and flowering apple branch. If this item is revealed or turned over to Maggie, she will consider the job well done indeed and prove to be very generous. The characters gain a +4 bonus to the next Reaction Roll with Maggie or any other Seamstress they meet for the next couple of weeks. Not revealing the medallion to Maggie will leave her stymied as to who her tormentor might actually be, and as she remains uncertain and suspicious, she will start to think that perhaps the characters are not telling her everything they know...perhaps they are working for her unseen, unnamed enemies...so she will dismiss them and settle her debt to them with a coarse loaf of bread and some dried meat. The characters gain a -2 to any subsequent Reaction Rolls with Maggie or any other Seamstress for the next month or so. Whomever keeps the medallion will begin to suffer from recurring nightmares involving some wild-eyed old man in a tattered top hat and lots of pointy teeth and black velvet gloves...and they have to make a Save each morning to regain any lost hit points, as their capacity for healing seems to be a bit off...


  2. A Hole in the Wall. Looks like some unlucky forager set off a previously unexploded bomb just down this next alley. The buildings on either side are badly scorched by Black Smoke and there are bits of half-melted shrapnel studding the walls all along the alley. The fire-escape on one building now sags dangerously and just needs a slight push to get it to fall. The debris has been cleared from around this hole and stacked off to either side to form a few rough benches and sitting places. You can smell the reek of brewing wafting pungently from the hole in the wall...

    Inside: Three large vats are in use by a trio of brothers from one of the low-land farm enclaves who have decided to become independent brewers and distillers. They learned how to brew various types of beers and ales, as well as distill a number of infusions, spirits, dubious potations and liquors from their elders. The brothers are keen to experiment with some of their own recipes and ideas for innovations now that they are on their own, but they have run into some trouble from members of the Corruption Trade who don't want them moving in on their turf, or worse yet, offering people some sort of alternative to the toxic brews and black liquors that they specialize in. All three of the brothers are excellent shots with fowling pieces, prodds and short bows, all of which they have at-hand and are willing to use at a moment's notice. They have attracted 2d6 'regulars' who will also come to their aid, if called upon, but what they really need right now is someone to help explore the rest of the building that they have claimed for their base of operations. The forager they had only just hired to help them out just blew herself up, hence the hole in the wall. They need the four floors and attic above examined, as well as the cellar and possibly the buildings on either side and the one abutting their back wall--there have been strange noises from back there where there seems to be some sort of greasy black rot...

    Not Just Black Rot: There is a patch of Brewer's Bane growing in the back end of the old dress-maker's shop where the brothers have set up shop. It was deliberately set loose in order to sabotage their operation before it can become any sort of competition or threat to one of the local brewers. 


  3. Hole in the Head. Massive, ancient and now tumbled-over into the square; the old statue of some forgotten general on his war mollusc has finally toppled due to the heavy growth of Red Weeds, revealing a hole in the statue's huge, hollow head...

    Don't Mind the Weeds: Feel free to roll for an encounter with something lurking beneath the Purple Glow of the Red Weeds. These particular Red Weeds are fairly inoffensive vines, runners and lianas that have taken-over the square, converting it into a small, walled-in and rampantly overgrown vineyard of sorts. There are strange pink fruits and clusters of berries that can be collected from the underside of the larger leaf-clusters. The fruit seems edible. The berries seem to produce a highly flammable organic solvent.

    What's inside: The hollow head of the toppled statue was once an excellent nesting space for a flock of Passenger Pigeons. Unfortunately someone poisoned the things with some sort of necromantically-tainted Spectral Brine and now there are 5d20 undead pigeons clustered inside the head of the general's statue. The mindless things just sit there. Silent. Staring. Until someone disturbs them...


  4. Badly-Patched Hole. Someone went to a lot of trouble to fill-in or cover-over this hole with bricks, paving stones, rubble from across the street, rusty scrap metal, and the like. If you look closer, it looks like someone was trying to hold down some sort of heavy metal grate over the hole...perhaps this was someone's attempt to trap something down in that hole?

    A Closer Look Reveals: (1d4) items from one of the Questionable Trinkets & Trash Tables mixed-in with the rubbish and debris. There is a heavy armored long-coat, spattered with blood and caught underneath the rubble that can be tugged free by anyone who might be curious. The coat has a patch on the right shoulder from the 'Pazguin Expeditionary Force,' whatever that might be.

    There's a Gap: Poking around the patched-over hole, if only to collect a few shiny-bits from the debris, will make it clear that this was a rush-job and by no means adequate as there is a large, very unhappy White Beast down in that hole and it is riled-up and trying to dig itself out from under the hastily weighed-down grating...


  5. What Was That Sloshing Noise? Over there. There's a hole. It leads down to a flooded cellar or private cistern. Something is moving down there...

    Regarding That Particular Hole: There are a few Exotic Bivalves clustered around the inner surface of this hole that gets bigger and wider as it goes down. There's also a cumulative 20% chance each minute that the surrounding surface gives way underneath anyone investigating the hole.

    Down Below: A Dreaming Nettle Jelly is floating in a flooded cellar down below. It is severely weakened by the continuous drain upon its vitality by a swarm of ochre-striped leeches that have fastened upon it. The leeches are huge, bloated and so distended with the Jelly's precious bodily fluids and vital juices that they can barely wriggle and are incapable of defending themselves. Destroying the leeches and freeing the Dreaming Nettle Jelly will leave it too weakened to escape unassisted, but very favorably disposed towards its saviors (+6 bonus to Reaction Roll). If the characters agree to defend the creature while it recuperates, it will make a gift of 1d4 dream pearls (treat as scrolls of 1d4 random spells each), or instill within a willing subject the ability to Lucid Dream--allowing them to become either a Dreamer or Oneirist. The creature can also awaken the telepathic ability of a willing subject, but it requires a three-day ordeal that inflicts 1 hit point of damage per day during which the subject is immobilized/paralyzed and helpless. Each day of the ordeal the subject rolls 1d20 and applies their INT, WIS or CHAR bonus to the roll. A result of 20 means they gain the ability to cast Telepathy (INT), Empathy (WIS) or Charm (CHAR) once per day as a special ability. If pressed, the Jelly can also attempt to teach someone one or more of their specialized, personal spells...but the subject runs the risk of temporary insanity, similar to the effects of a Contact Other Plane spell. Once the creature is back to half strength (roughly one week), it will thank everyone profusely then fade away.


  6. There's a Hole in the Sky...Inside This Building. Inside this boarded-up old dress-maker's shop is a Weak Point that opens onto a lurid and glistening rain forest dominated by gigantic tiger-lilies beneath startling violet skies...

    Who Is That In There? A Tremish scout from a party of private collectors has just returned from performing an initial survey of this Weak Point and the immediate area on the other side. She is groggy from the accumulated effects of yellow pollen. Her left hand is coated with a crusty purplish-gray fungal colony that has the appearance of sharp-edged barnacles. She needs to get word to Gnosiomandus and will attempt to negotiate with the characters if they are willing to listen to her...

    Troublesome Things: She's no friend to the Academy, but Shumaligne knows that what she has discovered across the threshold of this undocumented Weak Point is too important to try and squeeze personal gain from it. There's a Purple Cloud back there and once it kills off that world, it is coming to Wermspittle...

What's In the Hole?
One   Two

Next Month's Blog Carnival will be hosted here at Hereticwerks.
The Theme is going to be: Invasive Species...

Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to ParticipateHow to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ

Friday, January 31, 2014

January 2014 RPG Blog Carnival Wrap-Up


January 2014's RPG Blog Carnival was hosted here at the Hereticwerks blog. The topic for the month was Transitions. Several RPG bloggers participated in the Carnival. Thanks to all of you who participated!

Here's a round-up of the ones we know about:


Alesmiter contributed a post looking Behind the Screen in '14.

Book Scorpion discussed some of the transitions currently taking place in her Endlands and 7th Sea campaigns.

Big Ball of No Fun shared recent revolutionary developments in their gaming group--the players are making the transition over to running games and becoming GMs, offering them a chance to regroup and experience things from the other side of the screen for a change of pace.

Grimnir talked about Feast and Famine in terms of how their group has been impacted by real-life commitments and schedules. Losing a particular character/player for a while can really shake things up.

G. K. Coleman has just made the transition to becoming an RPG Blogger. Welcome to the blogoverse G.K.! We're looking forward to reading about your blogging adventures.

Rick Hammell offered some very cogent thoughts about various real-world transitions that could be ported into an RPG environment and he provided a d20 random table as well!

Martin L. at Warehouse of Trinkets has also transitioned from being the GM to being a player for a while...and it looks like he might not like it. At least not yet. This can be a particularly tough transition for some folks. A lot of us get used to being the DM/GM, making it difficult to surrender the control, to step back from the screen, and let someone else take over for a while. For whatever it might be worth, I have always found it energizing and inspiring to switch-over to being a player from time to time. Even at its worst, no matter how badly a game session gets botched, you come away with ideas for how to do things next time, and it is valuable to gain some insight into what it feels to be on the other side of the screen. I've found that has helped make me a better referee/DM. But it isn't necessarily an easy transition.

Porky gave us Near Future Wor*fare; a look at a world where Zonetech has brought about a transition that has horribly mingled and mangled the boundaries between consumerism and violence in unsettling ways. This is also part of the ongoing From the Zones community project hosted by FATEsf.

Speaking of FATEsf, John Till's contribution 'Thursday Night Punctuated Equilibrium,' came in just under the wire. He wrote about some of the transitions his gaming group has gone through in the last year, and some of the exciting things in store in the months ahead.

NukeHavoc/Ken Newquist over at the Nuketown blog posted about the various and sundry transitions his gaming group is going through in 2014, moving into new systems, new roster of members, and a new venue--2014 certainly does appear to be a real Year of Transitions for these folks!


February's Blog Carnival will be hosted by Enderra, and the theme is 'The Icy Embrace of Winter.'


Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to Participate, How to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ

Wednesday, January 1, 2014

RPG Blog Carnival for January 2014: The Theme is Transitions


This month's RPG Blog Carnival is being hosted here at the Hereticwerks blog. The topic for the month is Transitions. What do we mean by 'Transitions?' Well, the established definition covers a lot of ground: "the process or a period of changing from one state or condition to another."

What sort of Transitions will you make in your game or campaign this year? Will you be making the transition to a new game system, starting a new game, or picking up an old favorite? Are you going to take your first turn as a GM, or step back and be a player for a while? Or would you rather tell people about the kinds of transitions taking place within your game, the sorts of changes and transformations taking place among your characters or the game-world itself?




A blog carnival is a cross-blog event where a group of bloggers collectively post something on a particular topic or theme, last month it was 'Taking Charge,' this month the topic is 'Transitions.' Each blogger handles the topic or theme however they like. Readers can then click from one participating blog to another through the course of the blog carnival, sampling a wide range of writing styles and approaches.

To follow the blog carnival, check back regularly through the month and read the comments on this post where, hopefully, participants will be leaving links to their contributions. At the end of the month, we'll compile a wrap-up post here on the Hereticwerks blog [link due: January 30, 2014] that will provide links to all of the blog carnival participants for easy access. You can take a look at past blog carnivals over at the Archive, which is currently being maintained by the RPG Blog Alliance.

To participate in the carnival is easy. Once you have written a post on this month's topic, leave a comment on this page with a direct link. You can use the RPG Blog Carnival image on your post if you like. You can right-click and download it from here or any other blog displaying it, or it is also available at the RPG Blog Carnival page. Feel free to do more than one post, we just ask that you leave a link for each of your posts here in the comments as each one goes live. It's super easy and the blog carnival is open to anyone who wants to participate, you don't have to be a member of the RPGBA.

To Host a future blog carnival is also quite easy and fairly painless. Just click over to the handy How to Host a Carnival info at the RPGBA site and follow the instructions. Feel free to ask one of the former hosts for advice or assistance if you're considering it, but would like more information. The RPG Blog Carnival is always looking for new hosts and new topics, so feel free to jump right in!



Transitions...
Fiction, games, life; they are filled with transitions from one level to the next. Joining a new group or leaving an old one. Starting out on a path to adventure, leaving the service of a former employer, setting up your own stronghold. Voyaging past the edge of the map, delving deeper than anyone has gone before, exploring an uncharted wilderness...or simply changing places at the bar. Having and raising children, either in-game or in life is a major transition. Gaining experience, going up in level, growing in power, moving up in the world—or crashing down in flames and madness; these are all transitions.

Coping with the repercussions now that you've been infected with lycanthropy, uploaded your consciousness to a machine, or been bitten by a vampire (sparkly or original flavor), are all interesting transitions. Maybe a character has decided to switch classes or professions; perhaps they'd like to drop the whole spell-casting business and take up the exciting role of a cat burglar instead. How has the mighty fighter adapted to his new hand, the one they bought from that weird peddler from somewhere unpronounceable? Where will the thief go now that they've been blacklisted by their Guild? Traveling to a new city, journeying to a new country, shifting to another plane, visiting strange new worlds, entering a new setting...

It's a wide open topic. Feel free to interpret it any way you like.

We're looking forward to seeing what you come up with...



Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to Participate, How to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ

Friday, December 13, 2013

December 2013 Blog Carnival: Taking Charge

This Month's Blog Carnival is hosted by the Casting Shadows blog and the theme is 'Taking Charge.'

Taking Charge. A wonderful theme for the month. One of the most engaging aspects of table-top role-playing games has to be the way most games facilitate and empower the players to actively take charge of their destinies, to step up and take charge in the greater world around them.

I considered writing about something a lot of us old-timers wheeze and grumble about; the so-called 'End Game,' which back in ye olden times was basically still just part of the game. Building a Stronghold. Claiming lands. Settling a portion of the Wilderness. Building a safe-haven that grows from a crappy little pallisaded fort into a full castle or even walled town. Becoming a force to be reckoned with by the Powers That Be in the surrounding area. That sort of thing was, and remains, really taking charge. Becoming a Lord/Lady and establishing a lineage, founding a dynasty or establishing a legacy is fun stuff, but it comes at a price. Conan's crown rested uneasily on his brow. Those who come up through the world as adventurers and rogues swanning about like pirates aren't always well-suited to the life they've won for themselves. But that's another topic for another day. That sort of gaming experience isn't for everyone. Just the accounting alone gives some players hives. Instead, I thought that I would focus on one of my favorite old modules and how it gave players a chance to really Take Charge.


Click the cover to get a legit pdf!
Keeping it Simple
My personal favorite module is B2: Keep on the Borderlands. No surprise there. This is one of the most popular adventures of all time. It was designed from the ground up to train new players how to play the game and to take them from being a few rag-tag peasants with pretensions and sharp, pointy objects to becoming powerful adventurers with a very real and very personal investment in the surrounding locale.

The Keep serves as a well-protected refuge from the dangers of the wilderness and all those monsters and such prowling about out there. But it also has its own share of dangers inside the walls, like those evil clerics.

There's just a handful of NPCs, not a cast of thousands. There are only a few shops and they don't carry everything in the handbook--you'll need to make do with what they've got on-hand or go make your own, or loot it from some monster's horde. There are only so many opportunities for the player characters to get anywhere or to make something of themselves. It's a good, basic launching pad into adventure. Sure, it could be expanded in all sorts of ways. That's exactly why it works--it gets both the players and the DM thinking about other ways of doing things, how they might like to change things; how they can take charge of the module and make it their own.

Player characters can focus on clearing the dreaded Caves of Chaos and let the clerics subvert the Keep, or they can face off against the priests and try to foil their malevolent schemes. But in order to have the money, the prestige, the reputation and most importantly the sheer power necessary to do that, they'll need to go bash some of those monsters and loot those Caves. It's a nice balance between plots and options. There's no one 'right' way to handle things. It's open ended and if your group plays their cards right, you could wind up taking over the place. The last time I got to play in a game using this module, our group cleared and then took over most of the Caves and used that as a base of operations that allowed us to build a Keep of our own a bit farther out from the first one.

Keeping it Real
What really worked, for me, with this one module was how well it sucked players in and made them care about the location. At least it did that for our group of impressionable young gamers. Sure, it was entirely possible to just trash the place and move on like locusts with broadswords. Quite a few groups have done that very thing and bragged about it loudly and often. With all due respect, anyone can do that with any module or adventure. Slash and burn with the murderhobos isn't particularly demanding in terms of player cleverness. Without some sort of context, nothing really matters. It's just pointless violence. If that's your thing. Fine. Have fun storming the castle, by all means.

The Keep on the Borderlands offered an opportunity to not just seek adventure down in some muddy, bloody hole in the ground, it provided the skeleton of a setting, a context that added a little bit of meaning and a host of possible consequences and opportunities to explore and develop as things changed in response to the player's actions. It was a fertile seed-bed of potential adventures for players who rose to the challenge and seized the opportunities available. Even if you reject the entire provided set of plots, etc. a group could always join-up with a raiding band of barbarians who are determined to destroy the Keep. Or you could make a deal with the lizard-people who live out in the nearby swamps and foment a war between them and the Masters of the Keep, perhaps stepping-in at an opportune moment to serve both sides as a translator or negotiator, with an eye on your own aims and ambitions, of course. Joining the evil clerics and converting the Keep into a bastion for evil could be just as much fun as preserving it against the encroaching forces of darkness. Save it, wreck it, take it over or just use it until you can find a better place--the Keep on the Borderland was a great starting-out point and it was a good place to get the hang of taking charge of things with your characters.

Keeping it Going
When it first appeared, Module B2 was intended to serve as a jumping off point for kickstarting a brand new campaign. This was back when the term 'kickstart' meant to get a motorcycle going, not send money to strangers making promises. Ahem.

The Keep was meant to be a starting-out place. It was't necessarily a destination in and of itself. Though it could easily be fleshed-out and converted into quite a baroque and even Byzantine locale if one wanted to put in the effort. Once you run through the Caves, face off against the evil priests, and earn something of a reputation for your efforts along the Borderlands, everything opens up before your characters. The campaign need not end at the Keep, not by a long shot. There's a wealth of possible adventures to be had just conducting a hex-crawl through the wilderness around the place. There's no reason another group of clerics wouldn't show up to take the place of the bad ones. The people who built this place intended for it to fulfill a purpose and a mission. There's a road leading back to more civilized lands. Those who distinguish themselves on behalf of their ruler might find themselves in line for a bit of official recognition, possibly a land grant or title or the permission to go forth and build a Keep of their own.

It's a great place to get started. To build upon the foundation provided. To make it your own thing.

Given time, the Keep could expand into the architectural mess of a pseudo-Gormenghast or even a Hodgsonian Redoubt. It could also serve as the nucleus for a new frontier town, one that one day might rival Boot Hill or Deadwood, should the campaign extend itself into such a direction. Perhaps a group of mutants take refuge in the burned-out shell of the Keep and start rebuilding civilization from this venerable bastion of antiquity.

All that's needed are a few player characters to take charge of things...


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Friday, November 29, 2013

Gunpowder, Treason and Plots! (November Blog Carnival)

This month's RPG Blog Carnival is being hosted by Nearly Enough Dice, The theme is 'Gunpowder, Treason and Plots!' How could we resist? Here are three short and bittersweet tables loaded with scenario-seeds, rumors and background details fresh from Wermspittle, just in time for the Carnival...


Gunpowder
  1. Less than a dozen years ago simple possession of Green Powder was a capital offense in most civilized countries. Then someone figured out how to pack the stuff into artillery shells and all hell broke loose. Now ordnance officers are expected to set aside a portion of their green-brass shells in order to let the gunpowder inside 'age properly' into Green Powder from prolonged exposure to the Plattnerized brass. That used to be a court martial offense itself. Now it's standard operating procedure. Even in Pruztia and especially in what remains of Nagrothea.
  2. Achromic Powder used to be bad enough, especially in Salted Shot. Now there's a new thing showing up on the battlefields. They call it Wermshot. The damned musket balls have been hollowed-out and packed with vermin-eggs. Sometimes they mix-in a little White Powder, just to make it that much worse.
  3. Blackened Powder is a very nasty mixture of gunpowder and Black Smoke residue; corned, caked and then re-ground into a coarse-grained, almost gritty powder. The stuff is best used in grenades or petards. It'll ruin your rifle or musket worse than dropping it into an acid-bath. The Franzikaners use this stuff in their landmines. It isn't any good in the rain though. Small favor.
  4. Dead Lead Shot was issued to all the regiments serving on both sides of the Trenches at Valdrume. Not that it did much good. The mindless hordes overran everything. You just couldn't shoot, let alone burn them fast enough. In the end it took a coordinated effort from both sides to finally salvage things. But it was too little, too late for the Coastal States. All those cities on fire. The screaming. That was the worst. Who knew the dead could make such a fuss? Pour me another shot of Black Liquor. There's things best forgotten; that's one.
  5. Gunpowder Grubs can make a fellow rich, if they don't catch the blight or get set-off prematurely by a spark from a faulty lamp or anything like that. Quite a few enterprising souls set up grub-farms in the attics of their squalid tenements and refurbished old houses back during the days right before the Midwive's Rebellion. That's how there got to be so many blackened and blasted ruined places all over the place. some says that's how we ended up with the Burned Over Districts. That and the airship bombings...
  6. Those foreigners, those masked ones with the thick accents and thicker robes; Fantomists, yeah, those guys--they've been making noises about some new sort of gunpowder that they're trying to fob off on the Wall Guards and Street Patrol. So far the Officers-in-charge aren't having any. But a few of the boys have accepted samples. No harm in a few freebies...



Treason
  1. Six dead Puritans lie dead in the alley. All were shot from behind. their bodies were then mutilated in a manner clearly calculated to send a message to anyone who knows the initiatory secrets of the higher-ranks. Their commanding officer suspects it was one of their own that led her men into that ambush. But how can she find the culprit, let alone prove their guilt? Perhaps she will seek the help of a discrete investigator. But it will be difficult to get anywhere without her being able to reveal the inner secrets of her group to an outsider.
  2. A group of Refugees from Yattrim were led into the Baffles and left for dead by unscrupulous brigands. They've been camping-out in the dead gray mud for weeks now, completely oblivious to the treachery of the false guides who took all their money. Only one of the Yattrimese knows the truth of the matter. They refuse to speak-up. this seems like a suitable penance for his people's treachery against the Sanctified King in abandoning their homeland to come to this place. Better they had all succumbed to the plague. Little does he know; they were infected by agents of the King before they were allowed to leave. Those yellow scarves each one was given were not just tokens of goodwill. They were a death sentence.
  3. A pair of former freedom-fighters from Yudrabek make their way across the rooftops. Then the bomb converted from an old Yorish landmine planted at the rendezvous site detonates prematurely. Their old friend isn't much of a friend any more. Won't get any too much older either, if they have their way.
  4. Five soldiers from the Wall Guards have abandoned their posts at the Western Ramparts. They are all under the influence of a Hasnamuss operating from behind a small steel mirror that the sergeant carries with him. The connection is tenuous and will be disrupted if the mirror is exposed to bright light. The Hasnamuss is working for an undisclosed foreign power. This is not the first group of Wall Guards that they've led astray as part of their behind-the-lines efforts. The Hasnamuss takes special relish in leading otherwise dutiful troops into the snares and pitfalls of misconduct and treason.
  5. The Pruztian Ambassador Karlush Bezwenger has been having second thoughts about our young mister Dalazig (Takers, No. 8). Something he said recently just wasn't quite right. The Ambassador has tended to overlook a few things, here and there, military courtesy and all that, as Dalazig distinguished himself in battle. Or so everyone was led to believe. The young officer's story has shifted about in the re-telling a bit too much, however. The Ambassador is in poor health and dreads making a terrible mistake in naming Dalazig as his successor if he is i fact an impostor. Whom can the Ambasador call upon to look into the matter, quickly, quietly, carefully and set his mind to ease once and for all?
  6. A young boy is trying to sell the secrets of his step-father's Low-Land Farm Enclave to anyone who'll help him find his way out of this place. The kid is getting nervous. He has no wish to spend another winter in this place. He says he knows the way past the lime-pits, deadfalls, and other taps and barriers. He's even offering to draw a map, if offered enough money. There are those who are keeping an eye on the child. Some may even consider paying him something for his troubles.



Plots!
  1. Three Nagrothean Whisperers have been seen entering the bombed-out and gutted remains of the old Franzikaner Military Governor's Palace. What could they want in that place?
  2. A Somnambulist has been asking peculiar questions of anyone they suspect of having anything to do with the last caravan out of Dukirzia. They were expecting a shipment of teak-and-ebony cabinets. A special order. The caravan-master he'd contracted with was killed on the Spring trip into Wermspittle. Their successor is proving uncooperative and unsympathetic, possibly because he's already sold-off the cabinets to one of the Comprachico Families who paid him a far better price.
  3. A small, but select group of scholars from the Academy have imprisoned several Cacozombies in the attic of a deserted shop overlooking Plover Lane. They've been attempting to distill the psychic filth of these things into something usable as a weapon. Their leader, Professor-Doktor Kauzey is rumored to be in the pay of the Gruzikan Army, or perhaps one of the other City-states. One of the good Doktor's co-conspirators is working for Pruztian Military Intelligence. Another is in the employ of the Sewer Militia. The whole operation is under observation by a very old, very crafty Ungezheifer that is biding their time. A small shipment of Achromic Powder has just arrived...
  4. The projected consciousness of a Philosophic Mold has been captured in a glass cage by an experimental investigator seeking to build a reliable defense against Predatory Projections. It isn't working, despite his best efforts. The Philosophic Mold sees what he's getting wrong, but hasn't decided whether to politely point out their error(s) or to just keep quiet and keep watching. Then an inquisitive Interstitial Insectoid discerned the peculiar emanations given off by the glass cage mechanism and decided to investigate...
  5. Four Morlocks and a Grood are running away from some Abandoned Property. Nobody cares. Until the place blows up. They were looking for an old entrance to the Sewers, probably to do a little light salvage. someone had warned them about a Lesser Nosferatus that used to lurk down there. So they brought alone a galvanic torch. There was an old ammunition dump in the cellar. From back before the Five Winter's War. Someone slipped on a slick patch. They dropped the Torch. Dozens of crates and boxes of unstable old ammunition got set on fire. Boom. They still don't suspect that it was a friend of the Nosferatus that sold them the faulty Galvanic Torch in the first place.
  6. Glindeng has been raising Stranglemasses in her spare room for years now. Ever since the nurses in the old sanitarium taught her how to take care of a garden...


Everything you might want to know about the RPG Blog Carnival is available all in one place, including How to Participate, How to Sign-Up to Host a Carnival, as well as some handy advice for How to Host a Carnival if your topic gets accepted. You can also browse through the Archives of Past Carnivals and check to see what's coming next.

The RPG Blog Carnival is sponsored and supported by the RPG Blog Alliance. You can find out more about the RPGBA by clicking these links:

The RPGBA site
The RPGBA FAQ