Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Thursday, December 2, 2021

Actual Play - Candlewick Mysteries

Over the last 6 months or so, I've been playing on-and-off in a campaign using Candlekeep Mysteries, run by Jack Shear from Tales of the Grotesque & Dungeonesque. I made it to more sessions than I missed, though, and it was satisfying to have (what was, for me) a long-term campaign come to a conclusion recently.
 
Candlekeep Mysteries by Clint Cearley
 
The adventures in Candlekeep aren't really intended to be run as a single, linear campaign, I don't think. I believe the idea is that they're meant to stand alone, and that you can drop them in to other ongoing campaigns to add a bit of variety. They all involve books in some way, and I think most of them have a connection to Candlekeep Library set somewhere or other in the Forgotten Realms. Jack reskinned this to be Creedhall University Library, in his Krevborna setting.

I managed to play in 13 of the 17 adventures (although I missed the back half of one of them) and had an especially good run at the end. I played a paladin - a first for me! - and generally enjoyed getting to assist the other characters with healing and my various auras, and getting to smite my enemies with the power of divine magic.

Jack kept a running series of actual play posts on his blog, and a parallel series of reviews of each adventure. You can find links to the whole of both series here, in the appropriately titled "We Played the Whole Thing". I've gone ahead and linked to the adventures I played in below:


Since Jack's already written a good narrative of each session, I'm not going to try to reconstruct all of them now. My paladin Elsabeth had a good run, becoming friends with another lady knight NPC, getting magic muscles from a magic painting and managing not to suffer any consequences for it, slaying an actual dragon, and saving the world like 2 or 3 times. But I did want to say a few words about what I thought about playing through the campaign.


Too Many Demiplanes - If I had one critique of Candlekeep Mysteries, it would be that too many of the adventures have the same set-up where a magic book transports you to another dimension, and specifically a mini-dimension created by the book's author. (And way too many of those involved a rather tedious guessing game to figure out how to open the portal!) I mean, I get it, it's already metaphorically like every book has a secret world inside it, and like reading transports you there. It's a pretty good metaphor to make literal. But there are too many of them. And I also get that Candlekeep isn't meant to be played straight through. But there are still too many of them. 

D&D is set in a magic-filled world, Forgotten Realms especially so - you don't need to travel to some wizard's pocket dimension just to set the adventure in a magical environment. The need is even less if the environment turns out to not be very magical anyway. It sometimes seemed like the only purpose the conceit of the demiplane served was to handwave travel time or to put up a wall around the playable area that the player character couldn't travel beyond. But if so, I would argue that's the wrong approach. Metafictional concerns like that don't need rules workarounds, they just need the GM and the players to agree on what kind of game they're running.


Complex Backstories, Linear Adventures - If I had a second critique about Candlekeep, it would be that the backstories that set up the adventures are often complex to the point of unintelligibility. The example that stands out in my mind is "The Book of the Raven". The PCs get a book delivered to them by some mysterious ravens. The book leads them to an old abandoned house with ravens flying overhead. The house is haunted, with some whole drama playing out among the ghosts as they continue to fail to resolve their unfinished business from life. Also it turns out the ravens are secretly human cultists who can magically transform into ravens. They were compelled to deliver the book to you by a different cult, who worship some kind of demon lord, and who then pull you into, wait for it, a pocket dimension, where a couple of demons try to kill you. There is, as far as I can tell, no connection between the ravens and the ghosts, the ghosts and the demons, or the demons and the ravens.

And while the backstories of Candlekeep can be convoluted, many of the adventures themselves are pretty linear. You arrive at the entrance to the adventure site, perhaps by being teleported there by the book, and then follow a straight-line path going from one encounter to the next until you reach the conclusion. That's certainly not true of all them, but more than you'd hope for in what's meant to be a flagship product. The worst offenders combine both - a terribly complicated backstory leading to a terribly simplified conveyor belt of encounters.


Options and Opportunities - That said, some of the adventures did provide some good chances for the players to make meaningful choices. While trapped in a grotesque fairy tale, we met some wolves and managed to befriend befriend them and enlist their help in fighting some terrible hunters by borrowing a page from Aesop. We met a dragon who might have killed us, but we offered to catalog his library, and he ended up offering us safe passage through his section of the dungeon. In a desert hideout, we met a giant worm, realized we'd followed the wrong clues and were in the wrong place, and left without needing to fight it. (Though sadly we did lose our camel to the worm's ferocious hunger!) Even the dragon Elsabeth fought and killed was avoidable - although this was another case of misunderstood clues, and having set it free from its ancient trap, we didn't feel good about just letting it seek unlimited vengeance on the world that had entombed it.

Because we played this campaign as an "adventure path", we didn't take advantage of any of the opportunities to follow up on details that could give rise to new side adventures. If I recall, replacing the missing books in "Mazworth's Worthy Digressions" could have occupied several more sessions of questing, if the book thieves hadn't turned out to have spare copies on hand in the back room. And the university tower that turns into a rocket ship absolutely cries out for a follow-up adventure where you get to use the damn thing and go into space. Jack repurposed the last adventure in the book and set it on one of Krevborna's moons, but if we'd just let it blast off with us inside, instead of preventing the space cultists from launching it, I don't know if there would have been any advice in the book about where it should take us. But that's not just an obvious follow-up, it's a necessary one - if you write an adventure where it's possible for the characters to steal a rocket ship, you'd better also make up a planet they can fly it to!


Better Boss Fights - Boss monster types in 5e get special "lair actions" and "legendary actions" that basically let them react by doing something every time they're attacked. I was really impressed with how well this worked out in practice. I recognize that the ideal military strategy to use against a big monster is to come at it with overwhelming numbers and the element of surprise, win the initiative, and kill the damn thing before it ever gets to strike a single blow. But while that's probably the ideal strategy, it's not necessarily the ideal gameplaying experience. With these special actions, the monster gets to alternate with the players; we get to see the monster doing cool, scary, monstrous things; our numerical advantage is somewhat balanced by the extra attacks; and the fight ends up feeling much more epic and narratively appropriate than it otherwise would. These are a 5e innovation I can absolutely get behind!

Tuesday, April 7, 2020

Resurrection of Wormwood - Warlock Mentor - Anshall of the Spirits

Your mentor is Anshall, a spirit medium who channels the voices of the dead to provide comfort to the grieving, and taught you to channel a god. Your class is warlock.


Anshall is a foreigner from across the Darkling Sea, a woman with pink skin and white hair whose native garb is decorated with insect motifs. Anshall believes in a spirit world, where the ghosts of the dead lie dreaming, and she claims an affinity with these spirits. Many shun Anshall as a heretic and eccentric, but others pay her to conduct séances, where she speaks with the dead to temporarily reconnect families separated by the plague.

Anshall taught you mediumship and channeling. She showed you a glimpse of the spirit world, where her soul appeared to you as an alien insect. Anshall trained you to contact an otherworldly god, to supplicate and beseech it, to swear a pact to become its avatar in the mortal realm.

If you are the first player to train with Anshall, select a vacant building on the town map and label it as "House of the Spirits".


You are a warlock. You know the spells eldritch blast and hex.

You have leather armor, two daggers, and a scholar's pack. You own a memento portrait of your dead fiancé, who you have never been able to contact during a séance. You also own a mask of your patron god's face, which you wear while channeling their power.


d6 How did your fiancé die, and what otherworldly vista did you glimpse when Anshall showed you the spirit realm?

1 Your fiancé died of plague. You saw the Tombstone Stairwell, where the souls of the dead descend endless engravened stairs down into the spirit world. You know the spells minor illusion and unseen servant.

2 Your fiancé starved to death in a plague house, locked in for quarantine with too little to eat. You wept before the Alabaster Gates, where the doors were locked, where every soul was turned away, the innocent and the unrepentant alike. You know the spells mage hand and protection from good and evil.

3 Your fiancé died while traveling - sleepless, lost, exhausted - when no one would open their door to aid a stranger. You saw the Grey Wastes, where each soul wanders alone through a faded afterimage of the living world, empty and devoid of life. You know the spells friends and witch bolt.

4 Your fiancé was killed by bandits, beaten and abandoned alongside the road. You turned away from the sight of the Inverted City, the place of all demons, where human spirits were helpless before their tormentors, tossed about an tortured like playthings. You know the spells blade ward and hellish rebuke.

5 Your fiancé died of exposure, traveling through the rain on a cold winter's night. You stared into the Frozen Lake, where the loneliest souls are imprisoned in isolation, far from the warmth of others' love. You know the spells frostbite and charm person.

6 Your fiancé died by ingesting false medicine, deceived by poison disguised as panacea. You watched the Transmigration of Souls, where the ancient dead finally escape the spirit world to be reborn as living infants. You know the spells poison spray and comprehend languages.

What was your fiancé's name? What business called them to travel to the distant city so often? As a complication, your game master may rule that an ongoing adventure involves completing your fiancé's unfinished business.


d6 Which otherworldly patron did Anshall teach you to channel?

1 You knelt in fealty at the court of the Umbral Queen, the raven-haired sovereign of the shadowed realms, who wears a crown of knives, who is cloaked in a gown of swords. In time, the Queen will send one of her umbral knights, a tiny raven-winged humanoid, dressed in autumn leaves, wearing a bird's skull as a mask, to serve as your familiar (as imp).

2 You bowed your head in prayer to the celestial Archangel of the Bell Choir, who rings out a song of resistance against the plague and the rule of the Plague Lord. In time, the angel will send you the apocryphal Gospel of Lazarus, a prayer book that teaches the spells guidance, resistance, and thaumaturgy.

3 You raced along footpaths through the trees behind the fey Daughter of the Dreaming Forest, as she lead a wild hunt through thickets of memory and groves of deceit. In time, she will send you Trumvaldbuch, a book of fairy stories illustrated with ambiguous inkblots, that teaches the spells druidcraft, primal savagery, and thorn whip.

4 You wandered lost through crooked streets to find the Architect of All Mazes, a great elder from the Abhorred Cosmos, who looks like a fractured reflection in a shattered mirror. In time, the Architect will send you a crooked cormorant, like black bird viewed through broken glass (as pseudodragon).

5 You descended to the bottom of abyssal waters to reach the Avanc of the Depthless Fathoms, a miles-long serpent lurking in the deep, whose slumber stirs gentle the tides, whose thrashing roils typhoons and floods. In time, the Avanc will send you a manuscript in a bottle, Voyage of the Arathustra an account of a failed expedition to the polar ice that teaches the spells infestation, ray of frost, and shape water.

6 You opened your mind to accept Concept of the Stellar Wind, an immortal entity representing the idea of undying light blowing across the void of the outer dark. In time, your patron will send an allegory of photon, a tiny insect-winged humanoid made of golden light, to serve as your familiar (as sprite).

Select a vacant building on the map and label it as your patron's place of power - the House with Black Walls, the Church of the Bell Choir, the Floral Greenhouse, the Crooked House, the Drowning Well, or the Stargazer's Observatory. As a complication, your game master may rule that an ongoing adventure requires an additional task requested by your otherworldly god.


Designer's Commentary
When Jack Shear published The Liberation of Wormwood, I thought he'd come up with a remarkably flexible framework for combining random character generation with co-creation of the campaign setting with an overarching campaign goal that players could pursue in a variety in ways. It occurred to me at the time that rather than the town of Wormwood being conquered by a Usurper and their army, that the whole region could be oppressed by the personification of plague, who could eventually be overthrown by sufficiently ambitious adventurers.

I didn't do very much with this idea when I first had it, besides jotting down some notes about possible Plague Lords and some potential ideas for character and setting creation. But recent events have gotten me thinking about the idea again.

The idea behind Anshall is to provide a different, hopefully Gothic-seeming, interpretation for warlocks and their powers.

Thursday, November 7, 2019

5e - Alternatives to Darkvision

Darkvision is fairly common among the character races in D&D 5e.

Dwarves have it, elves have it, gnomes have it, half-elves and half-orcs have it, and so do tieflings. Only humans, halflings, and dragonborn don't, at least among the races in the Player's Handbook.

Open up Volo's Guide to Monsters, and you'll find darkvision among aasimar and tabaxi, among all the monstrous races available for player characters - bugbears, goblins, hobgoblins, kobolds, orcs, and yuan-ti - along with a few more who don't, like goliaths and tritons.

Because almost every species has darkvision, it doesn't end up having much effect in play. Being able to see in the dark doesn't make you feel special, and can't become a key facet of your character's personality, if everyone else can do the same. Likewise, darvision never offers a character the chance to reveal hidden information none of their party members can discover if everyone knows that information by default.

So it would be more interesting, I think, from the standpoint of both characterization and information gathering, if different characters had a variety of different abilities, instead of all having the same one. It makes sense that Underdark natives - drow, duergar, svirfneblin - might have true darkvision, but this ability will feel more special if they're the only ones. I would also for sure let them see right through magical darkness.

I've made a list of some possible replacements. I've assigned them based on species, but you could also roll the dice, or just pick one you like. After the list, I have some thoughts about what it means for 5e to be designed so that so many player characters end up with darkvision. You could also add any of these abilities to a magic lantern or to a pair of glasses, like Luna Lovegood's spectra-specs. You can't really do that with darkvision, since every lantern already grants the ability to see in the dark. (Although I do deeply love The Manse's idea - orcs can see in the dark because their eyes glow red, and you can make a lantern by filling a glass jar with orc eyes.)

If you add to the list, make sure not to include things like "knows true north" or "can accurately guess distances" or "can count all the coins in a hoard on sight". Those might be superpowers in real life, but most GMs regularly assume that all player characters can do all of those things; it's ingrained in the way we share information with players. Offering those as special abilities is either going to be a cheat to those players when everyone else gets the same information anyway, or its going to impoverish your game by removing several common ways of communicating about the game world.

The senses listed below could be "always on" or they could require concentration to use. Some of these senses more-or-less replicate the effect of a spell. If that bothers you, you could make it take as long as a ritual to use effectively. You could also rule that some of these senses only work in total darkness, giving the players and incentive to douse the lights. If you don't like any of these options, you could also remove darkvision and replace it with a language, or with another proficiency.
 
image from Spelunky
ALTERNATIVES TO DARKVISION

Hill Dwarves - Gold Sense
Some hill dwarves possess a "gold scent" - they can literally smell the presence of gold, and the greater the concentration, the stronger the smell. They can tell when they're in the immediate presence of gold, and are drawn to the largest supply in the area - unless that's already on their person! (This one is adapted from DCC.)

Others possess a "gold sight" that lets them see gold glowing with a warm yellow light. A single gold coin gives off less light than a candle, but a small cache will shine like a torch, and a hoard like the noonday sun.

Mountain Dwarves - Trap Sense
Raised in labyrinthine halls amidst every available architectural trick and travail, mountain dwarves have an innate sense for building features intended to deceive or deal harm. In any built environment, they'll notice when they're in the presence of a "trick" or "trap" although they won't automatically be able to identify the nature of the hazard.
(Yes, "find traps" is a 2nd level spell. So is "darkvision".)

Duergar - See Invisible
The diabolical duergar have mastered the magical art of turning invisible at will. With proprietary alchemical paints, they've also filled their cities and lairs with invisible hazards to ensnare invaders. What is invisible to outside eyes is not simply visible to the duergar, it actually glows with ghostly white light to their eyes.
(This could be in addition to their darkvision, instead of replacing it.)

High Elf - Aura Sight
Millennia of schooling and study have trained high elves to recognize magic on sight. Every living spellcaster possesses a faint aura, as does every magic item, and every creature with a magical attack. Depending on the circumstances and the strength of the magic, these auras may be faint, sometimes almost invisible. Powerful auras glow like a bonfire of magical potency.

Wood Elf - Door Sight
In ages past, every forest was filled with hidden doorways that led directly to the Feywild. Today, nearly all of those doors are gone, but wood elves retain a special sense for noticing the presence of secret passages. Doors that are hidden or locked by magic appear as glowing rectangles. Other doors might not be visible, although the elves will know they're there. The means to open these doors will not usually be obvious.

Drow - Poison Scent
Surrounded by scorpions and spiders, successive generations of their leaders assassinated by tainted food, adulterated drink, and poisoned blades, the drow have evolved an infallible nose for toxins of all kinds. They know when rations are unsafe, when monsters are venomous, and when weapons have been coated with poison. Drow with particularly discriminating palates can even identify different types of poison by scent alone, although such sommeliers require additional training in alchemy or herbalism.
(This is in addition to darkvision, however, drow just get regular old darkvision, not the superior kind.)

Stout Halfling - Food Sense
These hereditary gourmets have a knack for finding edible morsels. When foraging or examining the corpse of a monster, they're able to the safest and tastiest portions. Except in unusual situations, poisonous  items that offer no nourishment will appear obviously inedible. Stout halflings can also "follow their noses" to locate kitchens, larders, pantries, feast-halls, and even occasionally guardposts where meals are taken or prepared.
(This replaces Halfling Nimbleness, which becomes a Lightfoot ability only.)

Forest Gnome - Hazard Sense
The untamed wilderness is full of natural perils, and territories controlled by other species are more dangerous still, littered with abandoned siege weapons, crumbling border fortifications, and half-forgotten anti-invasion ordinance. Forest gnomes, who claim no territory and wander freely across the frontier and the settled lands, have encountered all of them. From infancy they learn the tell-tale signs of danger, and as long as they're outside, they know when a trap or natural hazard is present, although its source might not be readily apparent.

Rock Gnome - Machine Canny
Even rock gnomes who don't build machines themselves understand how they work, an ability that appears near-miraculous to other species. To gnomish eyes, every machine is made of parts that operate by cause and effect. "Cause" one part to activate, and its "effect" becomes the cause for the next part, and so on until the machine completes its final effect. While they have no special talent for spotting mechanisms, a rock gnome who notices a machine part can intuit its "cause" and its "effect" and can guess what kind of part comes before it and after it. They can also tell if the part is broken, or if its link in the chain of cause and effect is broken.

Deep Gnome - Gem Sight
Although everyone perceives gemstones as lustrous, to deep gnome eyes they literally glow, the color of the light determine by the color of the gem. Raw and uncut stones give off a dim light that aids in mining, while finished jewels cast a brilliant sparkle. Though unlit to outside eyes, deep gnome cities and lairs appear filled with rainbows and kaleidoscopes to their builders, with strategically placed gems drenching every corner in colorful light.
(This could replace darkvision, leaving svirfneblin on equal footing with others outside their own territory.)

Half Elf - Fey Sense
The elfin blood in half-elves veins calls out to other fey, granting them a powerful intuition that is felt more than seen. Half elves can identify fey creatures, and can tell the difference between those native to the Feywild and those born into the material world. They can identify radiant magic and positive energy. They can identify fairy pranks, even before the prankster has been spotted. They can see the bond between warlocks and the Archfey and the Celestial; and they can tell when someone has been charmed, frightened, or possessed by a fairy or celestial.

Half Orc - Shadow Sight
Born between worlds, half-orcs can see just past the veil between worlds, into the Border Ethereal and the Shadowfell. They can perceive ghosts and fiends lurking invisible and incorporeal, whenever they are close enough to manifest. They can see the difference between dead bodies and the undead, between ordinary shadows and shadow-monsters. Half orcs can see the bond that connects warlocks to the Raven Queen or the Fiend; can perceive when someone has been charmed, frightened, or possessed by an undead creature or fiend; and can see necrotic magic and negative energy whenever they're used.

Tiefling - Mind Reading
If a tiefling can look directly at another being and concentrate, they can actually hear the other's thoughts, the voice in their head like a half-whispered, half-mumbled monologue. This only works if the tiefling can see the others' eyes, the windows to their soul. They hear surface thoughts only, and can't elicit or insert specific ideas, but their infernal ears are especially attuned to thoughts of temptation and desire.
(Like "darkvision" and "find traps", "detect thoughts" is also a 2nd level spell.)

Other Options
When designing a new 5e race that you're tempted to give darkvision, ask yourself if any other divination ability might be more thematically appropriate. Does your species have infravision, able to see heat signatures, but unable to detect oozes, constructs, undead, or even lizards, fish, or amphibians against the ambient air temperature? Can they dowse for water? Are they magnetically drawn to the presence of iron? Can they see emotions? Can they hear lies? Are they able to perceive cosmic alignment, or see the umbilical threads that bonds believers to their deities? Can they sometimes talk to insects or plants or rocks? Can they speak with the recently dead? Be creative, and your world, and your players' experiences, will be richer for it.


image from Legend of Zelda: A Link to the Past
WHY I THINK DARKVISION NEEDS ALTERNATIVES

So, maybe almost every species has darkvision. So what? Is that a problem? Well, maybe. I can think of two possible reasons for 5e to be designed this way, although of course I'm only speculating. The first possibility is that darkvision isn't really intended to be relevant in play very often or to have a frequent mechanical effect. Maybe it's mostly meant to be a nifty factoid about your character, something flavorful to distinguish the various demihumans from humanity, but ultimately no more important than green skin or pointed ears. (Although if so, it ultimately makes humans seem like the strange ones, cursed with a night-blindness that doesn't afflict anyone else. And at least "I have green skin" and "I have pointy ears" mark actual differences between half-orcs and half-elves!)

The second possibility is that WOTC is scared to death of resource management play, and doing everything in their power to prevent it. Maybe they think that only asshole GMs run resource management games, and want those assholes to stay away from their popular new edition. Maybe they're afraid that a novice GM will find an asshole OSR blog exhorting that "Gary wants you to count torches", will naively try to run a resource management game, and will end up driving themselves and their novice player friends right on back out of the hobby after a single bad session.

Whatever the reason, one thing is clear. Between the ubiquity of darkvision and making the "light" spell a cantrip with unlimited re-use, it's basically impossible to run a game where the player characters get trapped somewhere because they're unable to see.

Now, I've been very vocal in the past about not wanting to run a darkcrawl game, but I also don't really care for solutions like this. They feel dishonest. If you don't want to play a game where it's possible to get trapped in the dark, then don't, but don't pretend to offer it as a possibility with one hand, while using the other hand to smuggle it back off the table. Don't make a rule, then give every player permission to break it. Don't claim darkness is important, then fail to write any procedures that would actually support using it, then try to escape the contradiction you've set up by handing out "get out of dark free" cards.

Be honest. Tell potential GMs "The rules of this game assume that a low level of lighting is available at all time. Whether from moon and starlight outside, phosphorescent fungus growing in caverns and tombs, intelligent monsters lighting candles and braziers to illuminate dungeons for their own purposes, or from the player characters bearing torches and lanterns - it will never be truly dark. If your fictional solution involves the characters wielding light sources, these should never cost treasure to supply, never run out, and never count against the characters' encumbrance limits. Assume they are omnipresent, like the clothes on the characters' backs. This is not a game about counting torches or mapping caves in the dark." Then set the example and teach novice GMs how to do this by using the read-alouds and box-text in your sample adventures.

That would have pretty much the same effect as the current arrangement, but it would have the benefit of not pretending to do something you really don't, and it would allow GMs and players who want to engage in resource management play to do so without having to rewrite the spell list and nearly every species' racial traits. Ironically, under such an arrangement, the rules themselves would be more agnostic toward RM play than they are now, when they claim to take no official stand, but then saturate the game world with so much darkvision and magical light that RM play is rendered impossible in practice.

Thursday, August 15, 2019

5e Characters I Want to Play - School of Red Magic Wizard Archetype

SCHOOL OF RED MAGIC

Red Mages are polymaths and dilettantes. They try to bridge the divides between martial prowess and magical insight, between the "white magic" of healing and the "black magic" of war. They study widely and attempt to unify separated schools of thought into a monist personal philosophy. 


They reject boundaries and borders and often violate laws and prohibitions meant to enforce separations or prevent the "mixing" of unlike peoples and things. They are fiercely loyal comrades, striving for oneness with their friends and unity within any group they join.

Red Mages' understanding of magic tends to be more lyrical and mystical than other wizards'. They see occult symbolism in colors and forms, write their own spells in allegory and verse, and embellish their spellbooks with calligraphy, marginalia, and iconography.

Red Mages are often drawn from the ranks of acolytes and hermits, folk heroes and soldiers. Because they strive to balance the competing influences of white and black magic, red mages are often neutral in alignment.
 
Red Mage from Final Fantasy XI

READ FROM THE RED LEDGER
Beginning at 2nd level, you begin blending white and black magic in your casting. Your training makes you much more versatile than those who specialize in a single domain of white magic or a single school of black magic.

You gain proficiency with all simple weapons.

Immediately replace one of the wizard cantrips you know with a cantrip from the cleric spell list. Then erase one 1st level wizard spell from your spellbook and replace it with a 1st level spell from the cleric spell list.

From now on, whenever you prepare the list of spells that is available for you to cast after you finish a long rest, you must prepare at least one wizard spell and at least one cleric spell for each spell level on your list.


DRAW FORTH THE DIAPHANOUS VEIL OF DIVINE PROTECTION
Starting at 6th level, your study of white magic teaches you to better protect yourself and others.

You gain proficiency with light armor.

You have a limited well of white magical energy you can draw on heal injuries. On your turn, you can use a bonus action to regain hit points equal to 1d6 + ½ your wizard level; or you can use a bonus action to touch another willing character to heal hit points equal to 1d6 + ½ your wizard level. Once a character has benefited from this feature, they must finish a short or long rest before they can be healed by it again.


ASSAIL THE UNWORTHY WITH ARCANE ALACRITY
Beginning at 10th level, your study of the principles of black magic trains you to fight more dangerously and opens new avenues of attack.

You gain proficiency with all martial weapons.

On your turn, you can take one additional action on top of your regular action and a possible bonus action. You can use this additional action to attack after casting a spell, or to cast a spell after attacking, but you cannot make two attacks or cast two spells using this feature. Once you use this feature, you must finish a short or long rest before you can use it again.


BRAID TOGETHER THE BIFURCATED THREADS 
Starting at 14th level, you perfect the ultimate blending of white and black magic, allowing you to release both arcane and divine energy with each spell you cast.

You gain proficiency with medium armor and with shields.

Whenever you cast a spell from the cleric spell list, as a bonus action, you may make a melee or missile attack to strike a creature within 30 feet with pure necrotic energy. This attack deals damage equal to the spell level.

Whenever you cast a spell from the wizard spell list, as a bonus action, you may choose a willing character within 30 feet to infuse with pure radiant energy. This infusion heals hit points equal to the spell level.

 
Red Mage from Final Fantasy XIV

Wednesday, March 6, 2019

5e Backgrounds, Lifepaths, Random Generation ... and an Unexpected Convergence with the GLOG

I like random character generation. Rather than coming up with a robust concept for my character and then trying to generate her, I usually prefer to let the dice make a lot of my decisions for me, then build my concept off of that. (Although that's not always the case - playing Numenera, I read through the available options and got inspired, which was fortunate, since random generation isn't super supported there.)

If a system allows random generation, unless your referee is a jerk, you can usually still pick options like it's a menu if you have a concept in mind. But if a ruleset isn't set up for random generation, it's usually hard to add it back in. And if you don't have a concept before getting started, it can be easy to fall prey to analysis paralysis, or else to just making the same character over and over. Random generation provides a starting point, it tells you who your character was, before you started playing them, before they started a life as a full-time adventurer.

Random ability scores are one way to insert some randomness into character creation; random backgrounds are another. Both of those are pretty de rigueur in retro roleplaying. Most players still expect to be able to choose their own character race and character class though. (Although again, there are exceptions. GLOG players might be expected to roll for a random race, and in Jack Shear's upcoming Cinderheim campaign-starter, players roll for both a random background and a random character class.)

Maybe the ultimate in random character generation is lifepath generation. This is when you generate a random character by creating them in stages that mimic successive stages of their life. The result is not just a random character, but one who has a bit of a backstory about how they got where they are at the start of the first session. The best-known example is probably Traveller, which infamously has a lifepath char-gen system where your character can die mid-creation. (That's because in Traveller, there are no levels or XP advancement; whatever skills and abilities you start the game with is all you're ever going to get. You go through char-gen in "loops," and in each loop you get richer and more experienced, but you also risk dying. At the end of each loop, you can choose to "retire" and start playing the game, or you can continue the process. If you die though, you have to start over, so when you get a decently good character, there's a temptation to enjoy what you've won so far and stop pushing your luck trying for more.)

There's no reason, though, that you couldn't have a lifepath generator that stops with you ending up as a 1st level D&D character. In fact, there are a few that do just that, so let's look at them, and some other suggestions for generating random backstory as part of character-generation.

2015 Gongfarmer's Almanac

First, because of my inordinate fondness for Dungeon Crawl Classics, I'd be remiss if I didn't mention Paul Wolfe's "virtual funnel" from the free 2015 Gongfarmer's Almanac, vol 6. Like Traveller, the "virtual funnel" involves "looping" a character - or in this case a group of four characters - multiple times through a dangerous path. Each "loop" indicates an event that happened to the character, and requires some kind of save or throw to attempt.

If you fail the attempt, you take a penalty, sometimes death, usually damage, sometimes cash. If you succeed, you get a bonus, usually an ability score increase, sometimes a weapon, occasionally something magical. (If you roll well enough on the event table that "cash" is your penalty, the bonus is something really special!) And then, regardless of the outcome, you get some XP and a modifier on the roll to determine the next event. If the character dies, the next character inherits all the XP, money, and equipment received so far. When a character gets to 10 XP, they've made it to 1st level.

Good news! for Traveller fans, Paul Wolfe reports that in his playtesting, the first two characters in a group of four nearly always die, and about 1/3 of the time, all four die and you have to start over. (Pretty typical for DCC, really.) Calling this a virtual funnel is pretty accurate, since it pretty well mimics several features of zero-level play, especially the way that later characters basically get a free ride on their forebears coattails.

Player's Handbook

The random bonds, ideals, and flaws built into 5e's core rules are one method of getting random backstory, albeit one that really doesn't resemble a lifepath at all. Instead, it generates specific moments of backstory to ensure that you have three distinct kinds of moments that you can call on during play to gain "Inspiration." Inspiration is pretty much a "hero point" - you can spend it to gain advantage on a roll, or to remove disadvantage. You can only have one point at a time, although you can give it away to another character if you want.

Your "bond" is an NPC you know and care about, likely some kind of parent/mentor or sibling/friend. (Would it be worth trying to categorize and tally up the different entries in 5e's backstory tables? I really don't have the heart.) But it's also some task you're trying to accomplish for that person. The way "Inspiration" works is that you have to act on your bond, ideal, or flaw to receive it, so these entries are written to be very actionable (if perhaps overly simplistic?) Your "ideal" is like an ethical code that your character follows, or at least, one rule from such a code. Again, they're all things where it would be very easy to point out an example of your character following their ideal to show that you earned Inspiration. Like the other two, "flaws" are mistakes or mis-steps that you're encouraged to make in order to receive your hero point.

Unlawful Games suggests giving every character a goal, a kind of thing that they're looking for, not for Inspiration, just to give them some extra oomph of motivation, but this might be a pretty good replacement for ideals if you were in the market for one. I'm not sure how I feel about all this. Rotten Pulp makes a pretty well-grounded argument against offering extrinsic rewards for roleplaying. On the other hand, Dyson Logos suggests giving out Inspiration the way Numenera give out magic items - with the profligacy of a Dickensian landlord trying to ward off the Ghost of Christmas Past through a flamboyant display of generosity - to encourage the players to acquire and spend them freely rather than trying to save them up. Personally I wish that Inspiration were both more powerful and a little harder to come by. Like, it should be harder to get than just saying a catchphrase once a session, but also something that if you earn it, really does something to help you out. Anyway, that's a thought for another day.

Weirdly, 5e's recommended method of character generation almost inverts the lifepath idea. You pick a character race, then class, then set your ability scores (which are immediately modified by your race, unless you forgot since you read about that two steps ago), then finally you pick a background (and if your background skills are the same as the ones you picked for your class, then you have to go back again and select a different class skill to replace the doubled-up one.) It's really counter-intuitive.

Xanathar's Guide to Everything

Xanathar's Guide to Everything has a kind of lifepath generator for 5e characters. You still pick your race, class, and background, but then the generator helps fill in more backstory. There's a series of tables to learn about your family, although I find these tables to be oddly preoccupied with things like where you were born, your birth order among your siblings, and other information that feels like it's of dubious value at the table. There are tables you can roll on to find out why/how your character "chose" the background and class you picked for them, and then a life events table that you can roll on multiple times. Instead of "looping" through the table like in Traveller or Paul Wolfe's virtual funnel, you roll once to find out how old you are, roll again to find out how many events you experienced, and then finally roll on the table once per event. Your "event" is most likely to be an actual event (and then, most likely to just be "make money working your job"), with about a 1-in-3 chance you are connected for good or ill to an NPC, and about a 1-in-4 chance of some unusual experience. Some author or group of authors on the D&D Wiki has a lifepath generator for 3rd edition characters, and a 5e version that changes little, but is slightly worse. I might like this one better than the official version, mostly because it's a bit streamlined than the one in Xanathar's Guide.

Cinderheim

This is a lifepath just for generating backstory though - it's an optional additional step after character creation is finished. Jack Shear has announced that he's working on a lifepath generator for his Cinderheim campaign that actually generates (most of) the character for you. Roll once to learn who your parents were - and thus what your background is. Then roll on a sub-table to learn another fact about your parents. Roll again to learn who your mentor was - and thus what your class is. And again, roll on the sub-table to learn an additional detail. It's elegant in its simplicity, and the subtables remind me of Into the Odd's new Bastionland careers, possibly just because that's the first place I saw something like that, and it made an impression on me.

Goblin Laws Of Gaming

Probably my favorite lifepath character generator though comes from Goblin Punch's GLOG rules. You generate your character in thee life stages - childhood, adolescence, and adulthood. In childhood, you roll 3 random events. Each event is paired with two ability scores, and awards a specific number of points to each. For example "You read books in the library" is paired with "+1 Str, +4 Int", while "You once destroyed a book" gets you "+2 Str, +1 Int". In adolescence, you get asked 3 questions. Each question is a dilemma that your character faced as a teen, and your answer gives you advantage rolling a dice for one ability score, and disadvantage rolling for another one. For example "Did you divide the food evenly (Int), or give the hungrier ones a little bit more (Wis)?" In adulthood, you get to roll twice on a table of random careers and then pick the one you want. You then roll four random events that happened to you during your pre-adventuring career. About half the events ask you to test one ability score to potentially improve or worsen another, and the other half award you additional starting skills and equipment. For example, if you join the army, you might get an event like "Is your scar awesome or disfiguring? Where is it?" that instructs you to "Test Con to influence Cha", or like "You are haunted by your memories. Of what?" that tells you "Learn Ghosts" as a skill.

The events in the GLOG's lifepath generator are not very specific to any particular campaign. They're less like specific backstory events and more like prompts to guide the invention of those specifics. One of the strengths here is that the generator creates a random character as you go, so that specific elements of the random backstory get tied to specific improvements (or injuries) to the character as they advance through the stages. It's entirely possible to know that you were a weak child, but your adolescence made your stronger, and you toughened up in the army - precisely because each event is tied to a specific change to an ability score.

On the other hand, if all we want is random backstory, Bardiches & Bathhouses suggests only using your class to generate it. He actually suggests using four subtables per class (double what Jack and I2TO are using) to help establish things like how you got started, what specifically you do, potentially some major beliefs, and how the NPCs in your home community feel about you. In all 3 campaign settings (Cinderheim, Bastionland, and ... Bardich-Bathhouse-land?) the subtables provide specific, evocative detail that help tie the character to the setting. If you wanted to use any of these set-ups in a different type of campaign world, you could keep the broad mechanics, but you'd need to rewrite the details. The backstory that comes from 5e's default bonds, ideals, and flaws gets around this problem by being both more generic and more vague, and then asking the player to fill in the details. It's the same way in the GLOG. Ten Foot Polemic uses a similar approach for his list of 100 retroactive backstories - the incidents described are non-specific enough to belong to almost any time and any setting, and it's up to the player add in the setting- or character-specific details.

One last suggestion that feels worth mentioning here is The Retired Adventurer's idea to physicalize backstory by tying it to specific objects, like a diary or a letter. Having that item in your inventory then serves as a mnemonic reminder of the relevant bit of backstory.

There's a partial convergence between 5e's backgrounds and its classes. Acolytes are a little like proto-clerics, criminals are like proto-rogues, entertainers like proto-bards, hermits like proto-druids, outlanders like proto-barbarians, soldiers like proto-fighters, and sages like proto-wizards. The correspondence is imperfect though. Most of the backgrounds seem like precursors to at least a couple classes, and most classes have more than one possible precursor background. And then there are the backgrounds like Sailor and classes like Monk that feel untethered from any sort of matching. (As an aside, this is probably because you have 3 "base" classes - fighter, thief, and wizard, plus wizard-thieves, ie "bards" ... plus like two more wizards for some reason, "sorcerers" and "warlocks." Then you just add on descriptors to get the others. Divine wizard is "cleric" and divine wizard-fighter is "paladin." Wilderness fighter is "barbarian," wilderness thief-wizard is "ranger," and wilderness wizard is "druid." Monks feel out of place in this system because they ARE, they are literally from an entirely different genre of fiction than any of the other characters. Although I guess you COULD probably consider them fantasy-Asian fighter-wizards.)

There's a second convergence (the one I promised up there in the title, the one that surprised me) between 5e's backgrounds and the GLOG's random careers. "Army" matches soldier, "clergy" matches acolyte, "criminal" matches ... well, criminal, plus maybe charlatan, "forest" more or less matches outlander, "hobo" matches either hermit or urchin, "nobility" matches noble, "rural" fits most of the same idea as folk-hero, "sailor" matches sailor, natch, "scholar" "wizard's apprentice" matches sage, even after the name change, and "town" matches the guild artisan / guild merchant pretty well. I think that just leaves entertainer unaccounted for on 5e's side, and the GLOG's lone remainder is the "strange" career for a backstory involving meeting fairy tale monsters. (And "strange" isn't even really a full career, one event on each other career table tells you to roll once on the "strange" table.) It's interesting to me though, that two different designers (or TEAMS of designers in 5e's case) converged on pretty much the same list of pre-adventuring character backgrounds. If you wanted to design your own list of generic backgrounds, the areas of overlap might be a good place to start, and their areas of disagreement might help you focus on what you think is most important for your list.

One final note, Bardiches & Bathhouses other post about backgrounds argues that backstory is intimately tied to character goals and motivations. He then talks through some of the most common backstories, and points out potential problems caused by some of them being pretty anti-social to try using in a cooperative game. This is an entirely different view of backstory, and one that's unrelated to the other background elements I've talked about so far. In the kind of retro-roleplaying games I'm used to, the characters might have different occupations, but they all have the same motivation - to find treasure. Empire of the Petal Throne adds a slight wrinkle to this by making all the characters barbarous foreigners trying to both make their fortune and find their way in a bizarre alien city. In Mouse Guard, Spears of the Dawn, and Mutant Crawl Classics, again, the player characters have different "jobs" but they all have the same role - that of newly-minted tribal defenders who explore the wilderness and fight off threats to their home village. The fact that one character is a glass-blower and the other's a beekeeper is irrelevant to their in-game motivation.

But 5e is a game where the player characters want different things. It's not just that one wants jewelry and one wants gemstones and one wants a magic sword. It's that one wants to help their noble family, and one wants to explore their village's hinterland, and one wants to lead their army to victory. That table of goals from Unlawful Games that I linked to earlier also introduces divergent motivations into the party. I worry a little that this is "splitting the party" at the very moment of character creation, but I would hope that most player groups can think of missions that advance multiple agendas at the same time, or else can agree to a bit of friendly "turn taking" to advance one goal at a time. I also suspect that the emergent motivations that always come up during play as a result of the players interacting with the setting will help to re-unite the party behind a common motivation.

Sunday, March 3, 2019

5e Backgrounds - What Do They Ask of Us?

I previously noted that 5e's character backgrounds often call for discreet bits of co-creative worldbuilding, where the player adds something to the campaign setting in cooperation with the DM. A few of them have tables with random bits of backstory. And all of them have a feature that gives the character some kind of special ability.

What I want to do here is just take stock of what each background asks for and offers. I'm looking at the Player's Handbook and the Guildmaster's Guide to Ravnica, because they're the two places I've seen complete backgrounds. The Sword Coast Adventurer's Guide has some additional backgrounds, but they're basically minor reskins of the existing ones rather than complete backgrounds, so I'm not going include it in this exercise, at least for now.

You don't actually have to follow 5e's advice on this. A DM with a more fully-developed campaign setting could simply offer each player a small menu of options for things that currently exist in the setting, rather than asking the player to co-create them. The right decision depends on both what you want as a DM and what you players want, whether they want to help build a setting together with you and the other players, or if they'd prefer to just play the game in a pre-existing setting. Before I start, I also want to re-mention Jack Shear's idea to let players design much larger and more important elements of the setting, rather than the relatively small elements that the backgrounds typically call for.

Ship's Passage + Position of Privilege = Adventure?

Player's Handbook Backgrounds

Acolyte
  •  Feature - "Shelter of the Faithful" - basically room and board at the local temple wherever you go, plus free access to healing magic at these temples, plus a home-base temple
  • Creative Opportunities - you're asked to either design a new god/pantheon (or at least a new denomination or sect for worshiping an existing god), plus other details about your home-base temple and your role in it. your equipment list mentions that your holy symbol was a gift, so possibly design the NPC who gave it to you.

Charlatan
  • Feature - "False Identity" - a second persona you can adopt for social roleplaying whenever you want (in an intrigue game where everyone can disguise themselves as a different member of the same profession, I would say that charlatans can use any disguise they want. if I gave the other characters get A secret identity, I'd give charlatans TWO. or, I'd give them one stable secret identity, and a second disguise that has to be different every game session.)
  • Random Table - roll to discover your favorite scam, rather than designing your own con
  • Creative Opportunities - only the second persona, in whatever level of detail you like, plus anything you want to make up about how you do your cons

Criminal
  • Feature - "Criminal Contact" - you know an NPC who acts as your liaison to the criminal underworld, and you and/or your contact are connected to the underworld well enough to send each other messages wherever you go
  • Random Table - roll to discover what kind of crimes you commit
  • Creative Opportunities - you're asked to help design your NPC point-of-contact
  • Alternative - you could choose to be a spy instead of a criminal (personally, I think the Charlatan background's second identity is a better fit for a spy, but I guess this is based on the ability to pass messages via your contact/handler?)

Entertainer
  • Feature - "By Popular Demand" - basically room and board at the local theater wherever you travel, along with a bit of popularity and name recognition among the local NPCs wherever you perform
  • Random Table - roll to discover what kind of performance you give
  • Creative Opportunities - you're asked to flesh out your entertainment routine in a way that charlatans and criminals are not asked to flesh out their scams and crimes; but unlike the acolyte, you're not asked to help design a home-base theater. your equipment includes a letter from an admirer, so possibly you need to design them as an NPC
  • Alternative - you could choose to be a gladiator instead of a performer (really, any kind of athlete would fit as well here, but maybe gladiatorial combat is the only sport in the Forgotten Realms?)

Folk Hero
  • Feature - "Rustic Hospitality" - room and board with the local peasants, who will also hide you from their own government
  • Random Table - roll to discover the defining event that makes people think of you as a hero
  • Creative Opportunities - only more detail about your defining event, if you so choose

Guild Artisan
  • Feature - "Guild Membership" - room and board again! plus the guild hall is explicitly a good place to meet NPCs, and you can get out of most crimes or get access to important political figures by paying back your overdue membership fees (5 gp per month since your last visit)
  • Random Table - roll to discover what your guild does
  • Creative Opportunities - you're asked to help design your guild as a faction; plus you were apprenticed to a master artisan, so you should help design that NPC
  • Alternative - you could choose to be a guild merchant instead, if you do, you'll need to help decide what goods you sold and how you transported them

Hermit
  • Feature - "Discovery" - you know something important about the campaign setting that none of the NPCs are aware of 
  • Random Table - roll to discover the reason you left society
  • Creative Opportunities - you're asked to help determine your secret discovery, which is explicitly described as being pretty much anything you and the DM want; you can also add more detail to your reason for going into seclusion, and you'll need to think a little about what your secluded life was like
  • Alternative - none listed, but a philosopher or scientist would be a pretty good fit to make a cool discovery

Noble
  • Feature - "Position of Privilege" - NPCs generally like you, peasants defer to you, other nobles treat you as a peer, and you can meet with politically important NPCs if you want
  • Alternate Features - "Retainers" - you get 3 loyal NPC servants, they're all supposed to have different jobs, and they won't fight or go into dungeons
  • Creative Opportunities - you're asked to help design your title, decide how much political power that title wields, to design your noble family/house, determine your position in the family, and design any noble regalia associated with your household
  • Alternative - you can be a knight, which, among other things, means you're a low-status noble trying to move up in the world

Outlander
  • Feature - "Wanderer" - room and board! specifically, you can find a good campsite and forage for enough fresh food and water for the rest of your party, and you are familiar with the overland map of your campaign setting (this one's sort of fascinating for what it implies - are other characters city-slickers who don't know how to camp? are you the only one who knows what the campaign setting looks like?!)
  • Random Table - roll to discover what sort of nomadic lifestyle you were leading
  • Creative Opportunities - you're asked to help design one (or more!) foreign countries

Sage
  • Feature - "Researcher" - whenever you don't know a piece of information, you do know where you'll need to go in order to find out
  • Random Table - roll to discover how you were trained (like, were you a librarian? a researcher?) weirdly this table does not tell you what topic you're sagacious about
  • Creative Opportunities - the Player's Handbook doesn't mention it, but I feel like maybe you should decide what topic you know about? also your equipment includes a letter from a colleague with a question you can't answer, so you should probably eventually design the colleague and the question.

Sailor
  • Feature - "Ship's Passage" - you can get a free boat-ride for your party, although since you're riding for free, you don't get to pick exactly when you'll leave or how long it'll take, and it's kind of implied that you have to help the NPCs who run the boat with whatever quest they're on
  • Alternate Feature - "Bad Reputation" - NPCs are generally afraid of you, and you can get away with small crimes because people are too scared of reprisal to risk calling the cops unless it's really important 
  • Creative Opportunities - you're asked to help design your old boat, its reputation, its eventual fate, and like the noble, you need to decide what your relationship is with your old crewmates
  • Alternatives - you could choose to be a pirate, arrrrgh

Soldier
  • Feature - "Military Rank" - you can command lower ranking soldiers, both from your own unit, and potentially from other units who need a commander, you can requisition military equipment, and you'll be allowed to enter military-only facilities
  • Random Table - roll to find out what your job was within your unit, only 3 of the 8 options are officer, infantry, or cavalry
  • Creative Opportunities - you're asked to help design your own former military unit, and your rank within that unit

Urchin
  • Feature - "City Secrets" - you can find shortcuts through any city to travel through it twice as fast as you'd usually be able
  • Creative Opportunities - you're asked to invent a brief explanation for how just now made enough money to get out of poverty and go adventuring (what this mostly makes me notice is that NONE of the other backgrounds ask you WHY you're adventuring, which is surprising, since the urchin is the only background for whom treasure-hunting needs no explanation)

What do you MEAN "the book's on another planet?!"

Guildmaster's Guide to Ravnica Backgrounds

While the backgrounds in the Player's Handbook are essentially occupations, the backgrounds in the Guide to Ravnica are all faction memberships. Let's see what WotC recommends for co-creation and potential features in a campaign where the setting is much more well-defined from the very beginning.

In addition to personality traits, ideals, bonds, and flaws, each background now also has a random table for generating contacts. Interestingly, both the bond and contact tables seem designed to build up a little backstory. Pretty much all the entries on the bond and contact tables describe the NPC you care about in a word or two, and spend the rest of their text explaining how you're connected to them. Those explanations serve as defining moments in your character's backstory. Also, you have three contacts, an ally inside your guild, a rival inside your guild, and someone you know in another guild.

Azorious Functionary
  • Feature - "Legal Authority" - you're a cop, NPCs avoid breaking rules in front of you, you can go into restricted areas and question people as long as it's "for the investigation"
  • Creative Opportunities - you carry around a copy of your favorite law, so you should decide what that is, I guess

Boros Legionairre
  • Feature - "Legion Station" - hello darkness room and board, my old friend, this time you get a side of free medical care and requisitioning military equipment, which is de facto much cooler when you're in a setting where there are magical war machines than it is when "a horse" is given as an example of the kind of materiel you can request
  • Creative Opportunities - you have a souvenir from a famous battle, so decide what battle that was, maybe?

Dimir Operative
  • Feature - "False Identity" - you have a second persona, and most of the time, you pretend to be a member of another guild, this is very similar to the Charlatan's feature, but with the added structure of the Guide to scaffold the second identity
  • Random Table - roll to find out your reason for infiltrating, everything from secretly wishing you could actually join the guild to sincerely desiring to destroy it from within
  • Creative Opportunities - you get to pick which guild you're infiltrating, and you're asked to make up a bit of backstory about how your infiltration is going

Golgari Agent
  • Feature - "Undercity Paths" - similar to the Urchin, you can overland travel through cities twice as fast as other backgrounds due to knowing secret passages, but there are two differences - on Ravnica, everywhere is city, and the feature explicitly points out that "your journey isn't guaranteed to be safe", ie, there might be an obligatory sewer mini-adventure waiting for you if you do this
  • Creative Opportunities - none beyond what's standard - although in Ravnica, "standard" also includes deciding your place within your guild, and making up some backstory about your three contacts - but most of the things you're asked to invent in the Player's Handbook are already designed for you here

Gruul Anarch
  • Feature - "Rubblebelt Refugee" - like an Outlander, you can find a campsite and forage for food and water in destroyed and untended neighborhoods of the city; this ability actually makes more sense here, since in a world where it's always city, it makes sense that most people don't know how to rough it in the few rough areas available
  • Random Table - roll to see which of the Gruul clans you belong to
  • Creative Opportunities - in addition to deciding your place within the guild, also think about your role within your sub-guild clan

Izzet Engineer
  • Feature - "Urban Infrastructure" - you know about the magical HVAC, magical plumbing, etc, that goes into Ravnica's buildings behind the walls, you can also pick up copies of blueprints from the city planning office, basically you're allowed to ask your DM for a map of the dungeon before you go in, and you're sometimes allowed to find secret doors that aren't on the map - or at least, that's my read on the implications of this feature, although the implication also seems to be that this depends on the DM making a ruling rather than having real explicit rules about how you can do this
  • Random Table - actually none, but I would recommend rolling a d10 to find out which lab (and thus, which type of mad science) you're affiliated with
  • Creative Opportunities - your equipment includes the remains of a failed experiment, so probably think about what that was, if I were playing an Izzet character, I would for sure be plotting to try the same experiment again

Orzhov Representative
  • Feature - "Leverage" - you have at least one flunky / underling you can bully into doing menial labor for you, and if you can increase your status within the guild, you can get acquire more and better sycophants to do your bidding
  • Creative Opportunities - none beyond what's standard

Rakdos Cultist
  • Feature - "Fearsome Reputation" - like a Pirate, you're so scary that NPCs let you get away with small crimes without calling the Azorious cops on you
  • Random Table - roll to find out which nightmare-circus performance you give; this table is more important here than it was for the Entertainer since Rakdos performances are much more tightly thematic, and shows like "spikewheel acrobat" and "pain artist" aren't necessarily ones you'd come up with on your own
  • Creative Opportunities - your equipment includes a costume, so maybe describe what that looks like

Selesnya Initiate
  • Feature - "Conclave's Shelter" - oh look! it's a completely new ability room and board AGAIN! you can also get free healing magic, like an Acolyte
  • Creative Opportunities - none beyond the standard. Selesnya might be the simplest background for a new player to opt into, if that was intentional, then hopefully WotC made it the most conventional gild for novices to advance in

Simic Scientist
  • Feature - "Researcher" - just like a Sage, you have the ability to know where to go to learn unknown information, also this time there's an explicit reminder that going to site might be an adventure (or several) by itself, and that finding the information within the site might be another adventure as well
  • Random Table - roll to find out which sub-guild clade you belong to and thus what type of mad science you're working on
  • Creative Opportunities - this background probably has the coolest equipment, basically a series of glass vials of alchemical reagents made of fish parts, but there's nothing for you to decide there; you should probably think about your specific mad science project, since the table just gives you a general area of interest

A brain, an athlete, a basket case, a princess, and a criminal?
image by Cliff Chiang

Concluding Thoughts

The first thing that jumps out at me is how different the creative opportunities are in the Player's Handbook and the Guildmaster's Guide. The base game sets each player up to help co-create the campaign setting in cooperation with the DM and with each other. If you started with only the most barebones setting idea - like "let's pretend we're in fantasy world like Lord or the Rings or like Game of Thrones" - then the creative prompts during character creation would immediately help lend some specificity to the setting and start to turn it into a unique place. Possibly not to the same degree that the creative prompts in Dungeon World or Beyond the Wall do - but clearly the baseline assumption here is that the players and DM are inventing a new fantasy setting together at the table.

Ravnica, on the other hand, is already a pretty-thoroughly imagined setting, although it is, I'll hasten to add, MUCH less oversaturated with detail than a place like the Forgotten Realms or Harn, where it can feel like if you start cross-referencing all the supplements, every person who lives there has a name and lifelong biography, and every village and nation has a day-by-day history going back a thousand years. But still, Ravnica already has a strong imaginary presence, and the backgrounds are much more about slotting the player characters into that pre-existing world than about helping invent it. The creative flourishes called for here are mostly about the character's own backstory.

Another reason for the difference, I think, is that a lot of the co-creation in the Player's Handbook is helping to invent factions for your shared world - after all, what you're mostly inventing isn't places or even individual people, it's GROUPS - whereas Ravnica has factions already. The backgrounds in the base game are occupations, they're things you DO. In Ravnica, all the backgrounds are group-memberships. The Boros background might say you're a Legionnaire and the Simic background you're a Scientist, but my sense is those are just names to help distinguish when the book is referring to a background and when it's referring to the guild itself. The names could just as easily have been Boros Member and Simic Member. Whatever job you had within the guild, whatever your role or place there, if you're with Boros you're "a legionnaire" and if you're with Simic you're "a scientist." Notably, this means that you COULD still co-create some of the geography of the world like in Freebooters on the Frontier, even though the Guide doesn't explicitly ask you to.

The second thing that occurs to me is what the Background Features are doing. I know I gave them a hard time because "free room and board" keeps showing up over and over, but I think part of that's because I had mismatched expectations. I was expecting the Background Feature to be almost like a mundane superpower you got to use because of your old job, and they're not that. (If you're really interested in resource management play, the abundance of "free room and board" is just one more nail in the coffin for your hopes of using 5e for that play style unaltered. Although with the light spell as a re-usable at-will cantrip, your hopes of that were probably already buried pretty deep.)

What I think the Features are really doing though, is codifying something that's probably implicit in every other version of the game - which is that NPCs interact with you on the basis of your role and status. And the two main statuses you can have are "one of us" or "better than us." (Starting characters in dark fantasy games are basically the scum of the earth, but even in those settings, I think the idea is that you become notorious / infamous as a result of your career of misdeeds, thus rapidly making your "better than us" for most purposes.)

If you're "one of us," then you get welcomed inside, you get a free meal and a place to sleep. Depending on who exactly "us" is, there might be a little more "we" can do for you. If "us" is just the local peasants, then room and board is pretty much it. If "us" is a temple, you get healing; if "us" is the military, you get access to weapons and armor; if "us" is sailors, you get to ride on our boat. "We" will also hide you or protect you from outsiders, if possible.

If you're "better than us," then you get deference, either out of fear or respect. If you're a noble, the peasants will bow to you. If you're a criminal, they'll avoid you. The biggest difference difference between the backgrounds is that some are "one of us" with the peasants, and thus aren't really "better" than anyone, while others have higher status and are "one of us" with the nobility, or the army, or the criminal underworld. In those places, you get treated the same way a Folk Hero gets treated by peasants - but when you're dealing with peasants, you get that fear and/or awe I mentioned.

This is also, I think, why there aren't THAT MANY different features, and why backgrounds that are basically re-skins of one another just recommend re-using the old feature rather than writing a new one. If it WAS some kind of superpower, then yeah, you might enjoy the chance to write a new one for every single background. But it's not, and the purpose that it serves is served plenty well by re-use, served better, probably, than it would be by writing a bunch of new ones.

My mismatched expectations came because when you call something a "feature" an bill it as an "ability" you can use, then I sort of expect it to do something extra. But instead, what the Background Features are doing, mostly, is codifying and making explicit something that is an implied but unwritten assumption of other versions of the game. Your class and/or pre-adventuring occupation makes your character a part of the game world and gives them a place in that world among the NPCs who live there. Those NPCs react to you on the basis of that. If you're a rogue or some other kind of criminal, you're part of the underworld. If you're a religious figure or a scholar of some kind, then you have a place in those institutions, you can enter them freely, and get help with the services that only a temple or library can provide, even if it's just directions to the RIGHT temple or the RIGHT library. And if you're a farmer or a craftsperson, then you fit in pretty well among the ordinary villagers who make up like 99% of the population of any faux-medieval world.

As Bubba Dave put it in a comment on my previous post "If your background is Sage then you know how to talk to academics, and they'll steer you toward the best place to research that thing you were asking about; a Hermit or Urchin would have more trouble and would probably have to render payment in coin or service. A Criminal knows how to talk to mobsters, where an Urchin can deal with beggars and squatters. There's some overlap with classes, but not a lot; if your Fighter was an Outlander then even though the local mercenary company might respect her skills they don't have the same jargon and shared experiences that they do with that Cleric who turned to the Church after a military career."

All this is already ASSUMED in other versions of D&D, but what 5e is doing is making it explicit, presumably so that people who are new to the game will (a) realize it, and (b) have SOME guidelines for how to use that in play. The rules text for the Features actually isn't hyper-specific or legalistic the way that the rules around combat or spellcasting can be. Instead, the writing here really is more like a guide for DM's to make their own rulings. It's there to explicitly encourage DMs to give their players the benefits of having a place in the NPCs' world, and to place a few explicit limits on it. I haven't brought it up before now, but each background does also include a sentence or so saying that if the players abuse their Feature, they won't be able to keep using it. NPCs don't have infinite patience, and if you try to take advantage of them, they'll kick you out. Exactly what that looks like isn't specified, because again, this isn't a hard-and-fast rule, it's a guideline to help the DM make an appropriate ruling based on their situation, without locking them in or trying to enumerate every possibility.

It still might be interesting to try writing Background Features that ARE like mundane superpowers (like the Urchin's ability to travel fast through cities, or the Knight's ability to attract followers) but perhaps it's not especially important to do so.