Showing posts with label occupations. Show all posts
Showing posts with label occupations. Show all posts

Tuesday, August 25, 2020

DCC Occupations for the Occupationist's Female Relative

A recent comment on my post about the trend of naming books for "the occuaptionist's female relative" gave me the idea that it might be fun to use these as 0th-level occupations for Dungeon Crawl Classics. The result is a varied and interesting list, different from anything I would have written myself, in a way that I find appealing.

Roll 1d20 to determine your relative's occupation. This provides your trained skill, your starting weapon, and one piece of equipment. Roll 1d6 to determine your relationship to them. This provides your Lucky Sign and a single-use magic item.


Ronja, the (12) Robber's (2) Daughter

WHO IS YOUR RELATIVE? (roll 1d20)

1   Antelope - antelope's horns (1d6, use crit table M) - bottle of antelope milk

2   Bonesetter - bone saw (as short-sword) - bandage and batch of plaster

3   Clockmaker - clockmaker's tools (as dagger, usable as thieves' tools) - clock missing 1d4 parts

4   Hangman - length of executioners's rope (as garrote, wielder can Backstab as Thief) - 2 gold coins

5   Heretic - cruciform dagger - apocryphal illuminated manuscript missing 1d4 pages

6   Hummingbird - rapier (as short sword) - green feathered cloak

7   Kitchen God - fireplace iron (as mace) - 12 small cakes with silver coins baked inside

8   Liar - club - deck of marked cards and set of weighted dice

9   Lighthouse Keeper - lamplighter's pole (as staff) - lantern and flask of lamp oil

10 Memory Keeper - shepherd's crook (as staff) - handwritten chronicle of your village's history

11 Orphan Master - willow switch (as club) - large gunny sack

12 Robber - shortbow - climbing rope and key to the city jail

13 Stargazer - sling - telescope and hand-drawn celestial map

14 Taxidermist - flensing knife (as dagger) - glass jar of formaldehyde and pair of glass eyes

15 Tiger - tiger's teeth (1d8, use crit table M) - children's book of jungle animal stories

16 Time Traveler - deer-hunting bow (as shortbow) - pocketwatch that runs backward

17 Traitor - backstabbing knife (as dagger, wielder can Backstab as Thief) - letter of marque

18 Witch - broom (as staff) - talking cat (AC 11, 1 hp, MV 20' or climb 10', SV +0, AL  N)

19 Witchfinder - witch-pricking needle (as dagger) - flask of holy water

20 Zookeeper - catch pole (no damage, but add +1d6 to grappling roll) - giraffe calf (as pony)


HOW ARE YOU RELATED TO THEM? (roll 1d6)

Daughter - hp/level and Deity Disapproval - saint's medallion (use in prayer to heal 1d4 hp)

Daughter - Initiative and Thief skills - magic arrow (+1 to attack and damage, ignore resistance, can be wielded as dagger)

Daughter - Reflex saves and Grappling checks - rag doll (use to change fumble to miss)

Sister - Armor Class, ability checks, and occupational skill checks - jade amulet (1 point of Luck to spend)

Wife - Fortitude saves and damage rolls - manticore's tooth (use to change hit to critical hit)

6  Wife - Willpower saves and spellcasting checks - oracle bones (consult to learn if planned action is weal or woe, 75% accurate)


Thank you to mudfish for the inspiration!

Thursday, June 20, 2019

Links to Occupations

Below is a list of occupation lists I might use in my own DCC games.

I like occupation lists, both for the way they paint an immediate picture of the game world, and also for the way they provide an instant prompt for playing the role of a new character.

The Medievalists:

from Coins & Scrolls:
Actual medieval occupations

from Ten Foot Polemic:
Failed Medieval occupations

from Zenopus Archives:
OD&D NPC occupations

from Into the Dark:
Old School occupations

The Dickensians:

from Into the Odd:
Failed occupations (for the Bastionland city setting)

from Zero Level Blog:
Our World occupations (for the Our World / Lost World setting)
Lost World occupations (for the Our World / Lost World setting)

from Roles, Rules, and Rolls:
Baroque occupations

from Iron & Ink:
Yellow City races, castes, and backgrounds (for the Yoon-Suin setting)

from Pride & Parchment
Scythian / Slavic occupations, goals, and traits

from Tales of the Grotesque & Dungeonesque:
Dark Secrets (and a pdf of the same)

The Weirdos:

from What Would Conan Do?:
Planar backgrounds (for the Troika! setting)
Bonus planar backgrounds (for the Troika! setting)

from Living 4 Crits:
Mouse Guard occupations and character creation
Disney occupations (and a pdf of the same)
Revolutionary War occupations (and a pdf of the same)
Numenera occupations
JRPG occupations
Star Wars occupations

from Giblet Blizzard:
Weird Urban occupations

from Rogues' Repast:
Carcosan occupations (for the Carcosa setting)

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.

Thursday, February 28, 2019

5e Character Backgrounds - What Purpose Do They Serve?

Character backgrounds are a cool enough concept that they probably deserve their own post, but I've been thinking about D&D 5e recently, so I want to jump ahead and look at character backgrounds in 5e specifically.

Backgrounds in general serve a dual purpose in character generation. The first is to provide a list of starting equipment very quickly. Their second and more important function is to act as an aid to roleplaying, by providing just enough in the way of characterization, backstory, and purpose to make THIS fighter you're playing today different from THAT fighter you played last week (you know, the one who DIED and left you in need of a slightly different character concept for next session.) The most important difference between the starting equipment packages in the original version of Into the Odd and the starting occupations from I2TO Bastionland is that the occupations don't just tell you WHAT you're carrying, they tell you WHO is carrying those things.

In DCC you just get a job title, a weapon, and one item; in I2TO you get a bit more equipment, a sentence of describing your career, and a you roll on a pair of tables that give you a couple more sentences of backstory along with a couple skills or special abilities or what have you.

In 5e, your background gives you a couple skill proficiencies, a tool proficiency, a language or two, and a package of starting equipment. (You'll get more of each of these from your character's race and class as well.) They give you tables to roll if you want Character Traits, Ideals, Bonds, or Flaws. (Which you might, since those can be sources of roleplaying insight like I was just praising other backgrounds for.) They give you a "Feature," which is a special ability that typically relates to downtime activity.

They also almost all invite you to co-create part of the campaign setting with your DM.

I didn't notice that last one previously, because I didn't read any of the backgrounds closely enough, but that's kind of a big deal. If you follow the 5e's instructions to let each player co-create part of their shared campaign world as part of character generation, you probably end up with a "Session 0" of the type advocated by Dungeon World, Freebooters on the Frontier, and Beyond the Wall, among others. If you follow those instructions, then it seems that instead of the DM developing a campaign setting before play starts, the beginning of play is actually the DM and the players creating elements of the world together in an imaginative collaboration that happens at the same time as character generation.

Of course, nothing forces you to follow the instructions as written. If you're a DM who does have a campaign setting already, then you could simply tell the player "choose from this list of gods" or "choose from this list of military organizations" rather than asking them to invent one with you. In fact, you could pretty much automate the choices. 5e does a little of this already. It doesn't ask the player to invent an artform for their entertainer or a criminal enterprise for their charlatan, it simply asks them to roll on a random list to discover which one is their specialty. So you could simply take that process further and randomize all the choices 5e asks players to make about the world. If you have a campaign setting already, this would make char-gen that much faster, let you skip Session 0, and start playing the game that much faster. Over at Tales of the Grotesque & Dungeoneque, Jack is doing just that with his Cinderheim setting. (Clever Jack also noticed that there are 12 backgrounds and 12 character classes listed in the 5e Player's Handbook, so you can REALLY randomize character creation - and add a bit of I2TO-style random backstory - by making tables for EVERYTHING.)

You could also do the opposite and expand Session 0 to include even more worldbuilding tied to the character backgrounds. (One again, Jack got their first on this one.)

So, as I said, that's one thing that 5e backgrounds provide that's unusual, at least compared to DCC and I2TO. (Not unusual, obviously, for Dungeon World or other games that emphasize co-creation.) The other thing that's a little unusual is the Feature, which provides an ability that you'll probably use during downtime. My initial impression when I skimmed the backgrounds was that they all just had a Feature that entitled you to free room and board somewhere in the game world, but on closer inspection, there is some more variety, though not so much that every background is unique. I'm going to go out on a limb and guess that Background Features must have seemed challenging to design to WotC's staff writers, because several of them are basically repeated in the Player's Handbook, and because when they suggest additional backgrounds in other places, they typically suggest just borrowing one of the current Background Features rather than supplying a new one.

When I was running my Island of the Blue Giants campaign (I'll pick it back up again someday, I swear), and using  Zenopus Archives's OD&D backgrounds for human characters, I had this idea that the alien weirdos on the island wouldn't do any of the normal NPC stuff, and the only way to get those tasks accomplished would be to have the right background, or be forced to do without. So if you had an innkeeper in the party, you could convince people to let you pay them to sleep inside their buildings, but otherwise, you'd have to camp on the outskirts of every village you went to.

I relate this anecdote, because it connects to 5e's Background Features, and to the oft-repeated old-school lament that if you give one character the explicit ability to do something, you're implying that characters NEED the ability in order to do the thing. The go-to example is that giving thieves the ability to pick locks and do badass ambushes, you're implying that other characters can't do that. This doesn't have to be a lament though - remember my idea to deliberately award abilities to certain characters because I don't want others to have them. But with that in mind, if you're going to write a Background Feature that says a character can do something, then it should be clear how that task will go for characters without the Feature. And judged on that criteria, I think some of the 5e Features could be better written. There's a lot to criticize about the writing of feats in 3.5 and Pathfinder, but I will say this at least, if you take a feat that basically says "you punch real good" then there's also reminder text to make sure you know know what normal punches are like. With 5e's Background Features, it's not always clear.

To see what I mean, let's look at the sailor's Feature, "Ship's Passage." This ability lets you ride for free on any ship you want, but the DM has official permission to be a dick about it to put you through a brief nautical adventure en route to your destination. So what happens if there's no sailor in the party? My instinct is that what happens is that the characters pay to ride on a ship and ...still have the same brief nautical adventure? I'm not really sure though, which is why I wish the alternative were stated instead of just being implied. So let's tinker with this example a little more, and see that reveals anything interesting.

A second interpretation is that other characters have to pay cash to ride on ships, while sailor ride free but get sidetracked by adventure. Except honestly, that sounds worse than just settling your check. I can see that a player choosing the sailing background might mean that they're interested in sailing adventures, but what I just described feels less like giving them the adventure they want and more like penalizing them for picking that background by throwing extra obstacles in their path.

But solving that problem would require the text of the Feature to be different than it currently is. I want it to be something like this - most characters are landubbers, they have to choose between paying cash or getting taken for a spin on an obligatory nautical adventure, but if you're a sailor, then you my friend, you ride for free AND get to arrive on time. I'm a little bit nervous about suggesting an ability that basically says "use this ability to skip being forced to play D&D", but on the other hand, if EVERYTHING'S a hassle, then your highly-motivated, goal-oriented characters might never actually get anything done, because every time they take a step down the path, two new paving stones spring up between them and their goal. Maybe sometimes what you need is an ability that says "skip THIS hassle and move on to the hassle you're actually interested in." It's the same argument in favor of character skills. We can waste an hour of real time narratively describing searching a room in order to find nothing, or we can roll the dice to see that we found nothing, and get on with having a game-night where we visit more than two rooms of the dungeon before everyone has to go home. In one sense, a quest is nothing but a series of hassles that stand between the player characters and their goal, but if the solution to EVERY problem just creates more troubles that get in the way, then no one is ever getting to Solla-Sollew. You need some decisive solutions, or you just get infinite regress. You go on a quest hoping that you'll complete it, not that you'll just be led further and further afield forever. All of which goes to say, that maybe one possible use for Background Features IS to skip specific narrative hassles so you can just move on to the next part of the game.

Another possibility would be to use Features to award some kind of narrative boon. One type of narrative boon could be relationships with NPCs. So, play a noble, get a loyal servant; play an urchin, get a fellow-orphan who tags along on all your journeys. I suspect there's more opportunities for this sort of thing, although for now, gaining access to special NPC followers that you can't get any other way stands out as an appealing option. (Like the way that ex-law enforcement characters on tv shows always have "a buddy on the force" so they can call in a favor to pull a copy of the criminal record of anyone they want.) Whatever other benefit you offered, it would need to be something that money can't buy, or at least, it needs to be expensive enough that it wouldn't otherwise be available to low-level characters. So maybe the sailors OWNS a ship, or at least has more-or-less permanent, unlimited access to one for the purpose of adventure - whereas other characters CAN'T just pay cash to ride on a boat because it costs a king's ransom. They'd have to form a relationship with an NPC who could offer them passage as a favor, while the sailor skips that step. Because they already have that relationship, they can just waltz right up onto the boat. (Is THAT what the "Ship's Passage" feature is supposed to mean?)

In the 5e Dungeon Master's Guide, they hold up the sage's Feature, "Researcher," as an ideal to strive for. The feature doesn't allow the sage to know information, or give them a bonus on rolls to know things; instead it says that if they don't know the information, then they will know where to go to find out. So, according to the DMG, this is a Feature that provides an impetus to go on quests, by providing the players with goals to quest for. (Although again, I wonder about what's implied about how this goes for non-sage characters? Wouldn't they just go hire an NPC sage, who'll either tell them the information, or tell them where to go find it? Is that even actually more difficult? Is the ONLY hassle you're skipping the hassle of hiring one NPC who wants you to hire them?) I'm not sure many of the other Features accomplish the stated goal of providing adventure-seeds. I suppose if the noble owns a building that occasionally has problems you have to go fix, or if the acolyte's temple needs you to run errands for it from time to time, that might rise to the level of providing quest-fodder. But as I said before, I would want it to feel like you're rewarding each player for their choice of character background, and these ideas feel more like punishments. No one wants to take a week off from their Quest for the Holy Grail because Camelot needs you to mow the lawn again.

The Features I mentioned earlier, the ones that give you room and board somewhere, actually do meet my standard for removing hassles, even if the hassle they remove isn't one that seems super relevant to me personally. So far when I've played 5e, I've played it as episodic and mission-based. I haven't known or cared much about what my character got up to between sessions. If I'm already not imagining where she sleeps, or deducting lodging fees from her treasure count, then the chance to let her sleep somewhere for free isn't especially enticing. Just because it doesn't interest me, though, doesn't mean there's anything wrong with it. In fact, if that's the case, maybe it's good if all the Features are equally useless to the way I game. That probably just means they're all serving a function in someone else's play-style. However, it also means that I want to keep brainstorming to think of features that might all be equally use-FUL to me.

Some of these features may also be sneaking in more co-creation below the radar of my attention. The sailor, who as I mentioned, gets free passage on a boat. Well, what if it's a specific boat? It probably has a name, a little backstory, and an associated NPC or two. Those all need to be made up, presumably (if we follow the lead of how 5e asks us to make up other things) by the sailor's player and the DM working together collaboratively. The same goes for the acolyte and the entertainer, who get free room and board somewhere. My initial read on those was just that, in whatever village the characters end up in, the bard or acolyte will be able to get a free place to sleep for everyone. (That's more or less how it goes in season 3 of Robotech, where Yellow Dancer can put on a concert in every town her team passes through.) But maybe if the characters have a stable home base instead of being on the road, these Features should involve co-creating ONE temple or A theater that the characters have specific connections to.

In a way, some of these Features feel like they're a way to decide which specific take on a general activity will occur in the campaign. So for example, your characters are going to have to sleep somewhere, but drawing on the Background Features helps decide if you're being hosted at a temple, camping out in the dressing rooms of a theater, or what have you. It's not like if you DON'T have those backgrounds then you won't have anywhere to sleep, it's just that if you DO, then what could be a fairly generic activity becomes slightly personalized. I2TO does something like this too. In a Bastionland campaign, every adventuring party starts off owing a giant debt to somebody. But precisely WHO you owe all that money to depends on which character background you use to decide on the nature of the debt.

One final use for Backgrounds occurs to me, and that's as a limitation on disguises in any sort of intrigue game. In Person of Interest, the character of Finch is a computer programmer who becomes a billionaire. When he goes somewhere in disguise using a false identity, he can portray a tech worker or a rich man, BUT he can't formulate any plan that depends on him passing himself off as a tough guy. Reese is a former soldier who got trained as a tuxedo-wearing spy and assassin. Other military personnel recognize him as a veteran, hit-men instinctively know he's a killer, and and he wears a suit well enough to convince businessmen that he's only mercenary in a metaphorical sense, BUT no one would ever believe he was a social worker or a nurse. So maybe in a 5e game that involves disguises and spying, the players HAVE to come up with plans that rely on their characters pretending to be the same kind-of-person as their backgrounds, even for their fake identities. The sailor can pretend to be a cabin boy or an admiral, as the situation requires, but they won't fool anyone if they try claiming to be an entertainer. Their Backgrounds provide some scaffolding for the players' creativity in coming up with their cunning plans, and maybe lend a little continuity to the characters by ensuring that their successive fake identities all have SOMETHING in common. And like I just suggested, if you're playing an intrigue game, there ARE going to be disguises, of one sort or another. Drawing on the Backgrounds just helps to personalize that mandatory activity based on decisions the players have already made about what they want their characters to be like.

The thing that got me thinking about this is that if I'm able to run anything like the Nutcracker Princess campaign, then room and board is going to be provided to all characters as a matter of course. The hospitality of the local monarchs is NOT to be questioned. So any Feature that just says "you get free room and board" is de facto useless in that setting. And as I said before, I'm sort of okay with it if ALL the Features are equally useless, but I'd be even happier if I could think of replacement features that would be useful in that game.

Tuesday, September 25, 2018

GFA18 - Alternate Character Creation for MCC

My first article for the 2018 Gongfarmer's Almanac is an alternate genotype and occupation table for Mutant Crawl Classics. I wrote it as a follow-up to my own earlier post about wanting more occupations besides "hunter" and "gatherer" in MCC. This article was edited by Keith Garrett, and the wonderful art that accompanies it in the GFA18 was drawn by Karim
   
Art by Karim

   
Table: Character Genotype & Occupation
01     Human animal trainer - club, wolf pup*
02     Human artisan - club, clay pot of ochre paint and hide painted with pictorial history of tribe
03     Human brewer - club, skin of beer
04     Human butcher - flint handaxe, leather sack with 1d12 lbs of dried meat+
05     Human canoe maker - stone dagger, canoe
06     Human chieftain's assistant - warclub (as polearm), bearskin cloak (+2 AC) and bear claw necklace
07     Human cord maker - stone dagger, 50' of hide cordage
08     Human dreamseeker's apprentice - staff, cracked holo-crystal that projects staticky softlight image of AI# and fetish doll depicting AI from image
09-10   Human fisher - harpoon (as javelin), 10' sinew line with flint fishhook
11     Human flamebearer - stone spear, clay urn of glowing embers
12     Human fletcher - shortbow, 1d12 flint arrows
13-14   Human flintknapper - flint handaxe, 1 lb of flint
15-16   Human forager - wooden shovel (as staff), trinket of Ancient technology##
17     Human fowler - stone dagger, 1d6 chickens
18-19   Human gatherer - stone dagger, basket with 1d6 lbs of fresh plants++
20-21   Human guard - stone spear, 1d6 torches
22     Human healer - obsidian dagger, bone needle and sinew thread
23     Human herbalist - club, 1 lb of medicinal/psychotropic herbs
24     Human herder - staff, elk calf**
25     Human horticulturist - stone garden hoe, basket with 1d12 lbs of dried plants++
26-27   Human hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
28      Human lorekeeper's apprentice - club, hide drum and blanket sewn with pictorial history of tribe
29     Human orphan - wooden spear (as javelin), stone fetish of former tribe's patron AI#
30-31   Human potter - club, 1 lb of clay
32     Human scout - stone spear, piece of signaling quartz
33      Human shaman's assistant - dagger, divination bones and antler headdress (+1 AC)
34     Human slave - sling, necklace of broken circuit boards and tattered remnant of cloak painted with circuit diagram
35     Human stargazer - spear, glass lens and piece of meteoric iron
36-37   Human tanner - club, hide armor (+3 AC)
38-39   Human weaver - stone dagger, blanket
40     Human wheelwright - stone hammer (as club), wooden pullcart
41     Mutant canoe maker - stone dagger, canoe
42-43   Mutant fisher - harpoon (as javelin), 10' sinew line with flint fishhook
44   Mutant flamebearer - stone spear, clay urn of glowing embers
45   Mutant fletcher - shortbow, 1d12 flint arrows
46-47   Mutant flintknapper - flint handaxe, 1 lb of flint
48     Mutant forager - wooden shovel (as staff), piece of Ancient technology##
49-51   Mutant gatherer - stone dagger, basket with 1d6 lbs of fresh plants++
52-53   Mutant guard - stone spear, 1d6 torches
54     Mutant herder - staff, elk calf**
55     Mutant horticulturist - stone garden hoe (as mace), basket with 1d12 lbs of dried plants++
56-58   Mutant hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
59-60   Mutant orphan - wooden spear (as javelin), stone fetish of former tribe's patron AI#
61-62   Mutant potter - club, 1 lb of clay
63     Mutant scout - stone spear, piece of signaling quartz
64-65   Mutant slave - sling, necklace of broken circuit boards and tattered remnant of cloak painted with circuit diagram
66-67   Mutant tanner - club, hide armor (+3 AC)
68-69   Mutant weaver - stone dagger, blanket
70     Mutant wheelwright - stone hammer (as club), wooden pullcart
71     Manimal animal trainer - club, wolf pup*
72     Manimal butcher - flint handaxe, leather sack with 1d12 lb of dried meat+
73     Manimal cord maker - stone dagger, 50' of hide cordage
74-75   Manimal fisher - harpoon (as javelin), 10' sinew line with flint fishhook
76-77   Manimal flintknapper - flint handaxe, 1 lb of flint
78     Manimal fowler - stone dagger, 1d6 chickens
79-80   Manimal guard - stone spear, 1d6 torches
81     Manimal healer - obsidian dagger, bone needle and sinew thread
82-84   Manimal herder - staff, elk calf**
85-87   Manimal hunter - stone spear, leather sack with 1d6 lbs of fresh meat+
88-89   Manimal tanner - club, hide armor (+3 AC)
90     Manimal weaver - stone dagger, blanket
91     Plantient brewer - club, skin of beer
92-93   Plantient gatherer - dagger, basket with 1d6 lb of plants++
94     Plantient herbalist - club, 1 lb of medicinal/psychotropic herbs
95-96   Plantient horticulturist - stone garden hoe (as mace), basket with 1d12 lbs of dried plants++
97     Plantient fletcher - shortbow, 1d12 flint arrows
98     Plantient potter - club, 1 lb of clay
99     Plantient scout - stone spear, piece of signaling quartz
00     Plantient weaver - stone dagger, blanket
 
 
Notes
* As DCC common wolf, -1d HD and damage, matures to full stats at 1st level, 50% chance of cosmetic mutation. If multiple in party, roll 1d6 for each: (1-2) wolf pup (as DCC common wolf); (3-4) puma kit (as DCC dire wolf); (5) bear cub (as DCC owlbear); (6) alligator (as DCC giant lizard).
 
** As DCC horse, -1d HD and damage, matures to full stats at 1st level, 50% chance of cosmetic mutation. If multiple in party, roll 1d8 for each: (1-2) elk calf (as DCC horse); (3-4) bison calf (as DCC warhorse); (5-6) goat kid (as DCC donkey/mule); (7) giant ant (as DCC giant worker ant); (8) beehive (as DCC insect swarm).
   
+ Roll 1d10 for meat type: (1-2) deer; (3-4) rabbit; (5-6) game fowl; (7-8) fish; (9) boar; (10) edible insects. Each lb of meat counts as 1 ration. Characters who eat fresh meat do not need water for the day; characters who eat dried meat need a separate water ration. However, fresh meat is subject to spoilage.
 
++ Roll 1d10 for plant type: (1-2) berries; (3-4) tree fruit; (5-6) leafy vegetables; (7-8) root vegetables; (9) nuts; (10) mushrooms. Each lb of plants counts as 1 ration. Characters who eat fresh plants do not need water for the day; characters who eat dried plants need a separate water ration. However, fresh plants are subject to spoilage.
   
# Roll 1d8 to determine patron: (1) GAEA; (2) HEXACODA; (3) ACHROMA; (4) HALE-E; (5) UKUR; (6) MANGALA; (7) ME10; (8) TETRAPLEX.
 
## Roll 1d20 for technology type. Results 1-9 are 50 cred trinkets, results 10-18 are 100 cred trinkets, results 19-20 are invaluable trade objects:
(1-4) small computer circuit board;
(5-7) cell phone: hand-sized "black mirror";
(8-9) garage-door opener: handheld plastic rock with metal clip, single button causes red light to blink when pushed; (10-13) large computer circuit board;
(14-16) tablet: head-sized "black mirror";
(17-18) remote entry key fob: small plastic rock with metal ring, four buttons make sounds and cause red light to blink when pushed, roll 1d4 for sound each time: (1) "Beep!"; (2) "Beep-beep!"; (3) "Beeeeep!"; (4) "Whoop-whoop-whoop! Whoop-whoop-whoop!";
(19) c-cell power cell;
(20) circuit board acts as universal replacement part, allows re-roll of any artifact check or AI recognition check, if re-roll is successful then circuit board can be used again, otherwise it’s lost.

Friday, November 3, 2017

Characters I Want to Play - Alternate Occupation Tables for MCC

The Mutant Crawl Classics core rules provides separate tables for starting occupations (hunter or gatherer) and character genotypes (pure-strain human, mutant, manimal, or plantient).

My first thought when I saw this was that there was no reason to separate these tables. One of the interesting things about Dungeon Crawl Classics' starting occupations table is that it determines both the character's race (human, dwarven, elven, or halfling) and their occupation with one roll.

My second thought was that I could use the occupation lists from DCC #79: Frozen in Time or from Mystic Bull Games' The Tribe of Ogg and the Gift of Suss to replace the minimalist occupation list in MCC proper.

Below are three tables providing alternate occupations and genotypes for MCC characters. The first table uses only the occupations originally found in the Mutant Crawl Classics rules. (In all three tables, I preserved the frequency of the original genotypes.)

01-16    Human hunter - wood spear (1d5)
17-32    Human gatherer - leather bag
33-49    Mutant hunter - wood spear (1d5)
50-66    Mutant gatherer - leather bag
67-77    Manimal hunter - wood spear (1d5)
78-88    Manimal gatherer - leather bag
89-94    Plantient hunter - wood spear (1d5)
95-00    Plantient gatherer - leather bag



The second tables uses the occupations found in Frozen in Time. The pure-strain humans have occupations that went to humans in the original table. Only pure-strain humans can start as lore-keeper's assistants, shaman's assistants, or as stargazers. The mutants have occupations that went to both humans and demihumans. The manimals and plantients have only those occupations that originally went to demihumans. Manimals are weighted more heavily toward dwarven and halfling occupations, while plantients are weighted more heavily toward elven occupations.

   01    Human artisan - club & clay pot of ochre paint
02-03    Human butcher - flint cleaver (as hand axe) & side of mammoth meat
04-05    Human brewer - club & skin of beer
   06    Human canoe-maker - dagger & canoe
07-08    Human cord-maker - knife (as dagger) & hide cordage, 50'
   09    Human fire-bearer - spear & clay pot of embers
10-11    Human fisherman - harpoon (as javelin) & flint fishhooks, 12
12-14    Human gatherer - knife (as dagger) & basket of vegetables
   15    Human healer - club & bone needle and sinew thread
   16    Human herbalist - club & herbs, 1 lb
17-19    Human hunter - spear & animal pelt
   20    Human lore-keeper's assistant - club & divination bones
21-22    Human orphan - club & weird trinket from former tribe
23-24    Human potter - club & clay, 1 lb
   25    Human shaman's assistant - club & herbs, 1 lb
26-27    Human slave - club & strange-looking rock
   28    Human stargazer - spear & piece of meteorite iron
29-30    Human tanner - dagger & hide armor
31-32    Human weaver - dagger & fabric, 3 yards
   33    Mutant artisan - club & clay pot of ochre paint
34-35    Mutant butcher - flint cleaver (as hand axe) & side of mammoth meat
36-37    Mutant brewer - club & skin of beer
38-39    Mutant canoe-maker - dagger & canoe
40-41    Mutant cord-maker - knife (as dagger) & hide cordage, 50'
   42    Mutant flintknapper - flint hand axe & flint, 1 lb
   43    Mutant herder - staff & elk calf
   44    Mutant fletcher - short bow & flint arrowheads, 20
   45    Mutant scout - spear & piece of signaling quartz
   46    Mutant fire-bearer - spear & clay pot of embers
47-48    Mutant fisherman - harpoon (as javelin) & flint fishhooks, 12
49-50    Mutant gatherer - knife (as dagger) & basket of vegetables
   51    Mutant animal trainer - club & wolf pup
   52    Mutant fowler - sling & feathered cape
   53    Mutant healer - club & bone needle and sinew thread
   54    Mutant herbalist - club & herbs, 1 lb
55-56    Mutant hunter - spear & animal pelt
57-58    Mutant orphan - club & weird trinket from former tribe
59-60    Mutant potter - club & clay, 1 lb
61-62    Mutant slave - club & strange looking rock
63-64    Mutant tanner - dagger & hide armor
65-66    Mutant weaver - dagger & fabric, 3 yards
67-71    Manimal flintknapper - flint hand axe & flint, 1 lb
72-76    Manimal herder - staff & elk calf
75-76    Manimal fletcher - short bow & flint arrowheads, 20
77-78    Manimal scout - spear & piece of signaling quartz
79-83    Manimal animal trainer - club & wolf pup
84-88    Manimal fowler - sling & feathered cape
   89    Plantient flintknapper - flint hand axe & flint, 1 lb
   90    Plantient herder - staff & elk calf
91-94    Plantient fletcher - short bow & flint arrowheads, 20
95-98    Plantient scout - spear & piece of signaling quartz
   99    Plantient animal trainer - club & wolf pup
   00    Plantient fowler - sling & feathered cape



The third and final table uses the occupations found in The Tribe of Ogg. The role of shaman's apprentice is again reserved for pure-strain humans. There were no occupations specific to the demihuman ooloi in this adventure, so as in the first table, all genotypes draw on the same list of occupations.

01-04    Human fisher - spear & string of fish
05-08    Human flint knapper - flint axe & 1d5 stone daggers
09-16    Human gatherer - stone dagger & leather bag
17-26    Human hunter - spear & hunk of dried meat
27-28    Human shaman's assistant - club & fetish object
29-32    Human tanner - club & 1d3 tanned hides
33-36    Mutant fisher - spear & string of fish
37-40    Mutant flint knapper - flint axe & 1d5 stone daggers
41-51    Mutant gatherer - stone dagger & leather bag
52-62    Mutant hunter - spear & hunk of dried meat
63-66    Mutant tanner - club & 1d3 tanned hides
67-69    Manimal fisher - spear & string of fish
70-72    Manimal flint knapper - flint axe & 1d5 stone daggers
73-78    Manimal gatherer - stone dagger & leather bag
79-85    Manimal hunter - spear & hunk of dried meat
86-88    Manimal tanner - club & 1d3 tanned hides
89-90    Plantient fisher - spear & string of fish
91-92    Plantient flint knapper - flint axe & 1d5 stone daggers
93-95    Plantient gatherer - stone dagger & leather bag
96-98    Plantient hunter - spear & hunk of dried meat
99-00    Plantient tanner - club & 1d3 tanned hides


 
At some point I might try my hand at writing my own alternate occupations table, possibly with slightly modified genotype ratios - but for now I just wanted to make something to facilitate picking occupation and genotype in a single roll, and something that utilizes the two already-existing stone-age occupation tables from DCC.