The classic dungeon exploration scenario involves searching amid scarcity.
The classic dungeon was once rich, but was also abandoned long ago. Since then, most of what was valuable has already been stolen by the looters and tomb-robbers of an earlier generation. What hasn't been taken away has mostly rotted or crumbled to dust. Invaders have moved in and trashed the place further.
There are treasures here, but they're all trapped, guarded by monsters, or hidden. Sometimes you get lucky, and there's a magic sword sitting on a plinth, just waiting for you to claim it.
All the rest of the time, there's a treasure chest in the middle of a room, but you just know that it's not what it looks like. It's empty, or there's a poison needle waiting to stab you when you try to open the lock, or there's a trap door right in front of it waiting to drop you into an alligator pit when you walk up, or else it's not really a treasure chest, it's just a monster that looks like one.
Or you see the monsters first, and you can only find their treasure after you kill them and start going through their stuff.
Or you're in a room that looks like it's empty, and you have to like, find the paving stone that sticks up slightly above the level of the rest of the floor because there's something under it. Or search all the furniture looking for false bottoms. Or tap all along the walls trying to find hollow spots that might indicate there's a secret door. Or break the furniture just in case, because maybe the jerk author who wrote your asshole GM's dungeon key said the treasure is hidden inside a hollowed-out table leg. Or maybe you're wasting your time because only 1-in-6 empty rooms have unguarded hidden treasure anyway.
Or finally you hit the jackpot and you're in the evil wizard's combination laboratory-library. This terror of the countryside, who amassed untold wealth from pillaging the countryside and demanding tribute owns ... one spellbook, a couple potions, a few scrolls. Maybe a talisman or a single magic ring.
And your characters, who are dirt poor, take everything they can find. They want everything that's not nailed down, then they want to pry up the nails and keep those too, because you never know when you might want to nail a door shut. (You never will. Those nails will still be on your character sheet, unused, at the end of the campaign, just like all the rubber bands your grandmother saved in a kitchen drawer - "just in case" - off every newspaper she ever received, and then never had any further use for, because growing up during the Great Depression convinced her that this was a wise and prudent use of space.)
Everything in the dungeon that can be taken is written down, and because it's too much of a pain to write very much of that sort of thing, there's not that much written, and so the dungeon is mostly empty.
But what if it was different?
What if, instead of poverty, there was plenty? What if instead of scarcity, there was abundance? What if your characters weren't poor, they were rich, and instead of taking everything, they only wanted to take the best things? What if the interior of the dungeon didn't resemble an empty cave or an abandoned warehouse, what if it was opulent, palatial? What if it wasn't abandoned, but living, and what if the people who lived their were your people, or at least were people whose good opinion you craved and respected?
What if, instead of playing a meth addict ripping the copper wires out of the walls of an abandoned trailerpark doublewide, you played a gentleman thief, plucking only the very finest, very choicest items from out of the museums and display halls of the inordinately wealthy and the exceptionally rich?
Or, I don't know, what if you were still poor, but that wizard you just killed had an actual library full of books, and only one of them was the spellbook? What if you're poor, but the world around you isn't, so if you bring an entire backpack full of books back to town, but none of them is the spellbook, then you'll end the adventure worse off than you started it, because books are cheap but an indoor place to sleep at night is not?
What if the problem wasn't finding anything in a place that, at first glance, appears to contain nothing, but rather finding the right thing in a place that appears to contain everything?
This is a follow-up, of sorts, to my thoughts about searching for treasure in dungeons where things might be landmark, hidden, or secret. It's a follow-up because I asked myself the question "what if everything was a landmark? what if the treasure was hidden-in-plain-sight? what if the treasure wasn't secret because you couldn't see it, but because you couldn't recognize it even though you were looking right at it?"
Running an abundant dungeon probably requires additional rethinking of the way the game designer writes up the dungeon, the way the gamemaster describes it, and the way the player approach it. But let's set all that aside for right now. For right now, let's focus on the question of how to mechanically adjudicate these searches.
When I talk about abundant dungeon spaces, I'm imagining rooms that are stuffed with objects. I guess this could just mean really well-appointed living spaces, but what I'm imagining are more like storage spaces that are filled with objects that look very similar but have very different monetary values. Imagine wading through a hallway filled with chairs. Imagining entering a bedroom where the floor around the bed is completely covered by teacups and saucers. Imagine finding a dressing room filled with masquerade costumes. Imagining opening a drawer stuffed with silverware or a cabinet overflowing with China. What happens if the players pick up the first one they find? What happens if they want to look close and pick out the best ones?
Landmark - In a room that's literally filled with treasure, let the players collect their treasure!
This advice contradicts what you might see in some other old-school sources, which I'll talk about in another post. OSR authors generally encourage you to make most of the apparent treasure in these places worthless. Find a library? All the books are moldy, rotten, and illegible. Find an armory? All the weapons are rusted and unusable. Etc.
I disagree! Let the players take home their treasure, and make it worth something!
Obviously, just picking up the first objects you find isn't the most effective way to find the most expensive treasure, but that doesn't mean what they find should actually be worthless. I would assign a nominal monetary value to each item, and let the accumulated value add up. Silverware is probably worth a coin each, collecting a drawer full is like finding a strongbox of silver pieces. Other objects might be more difficult because they're heavy or bulky or fragile or some combination of the above. Anything like that is probably worth 2, 5, or at most 10 coins.
Just picking up whatever you can find is a beginner's strategy, and players will learn to be more discerning once they realize there are ways to earn far more cash for their efforts. But un-directed accumulation can also be a stepping-stone to connoisseurship, by allowing characters to begin accidentally collecting matched sets.
Whenever the characters bring their treasure back to their hideout, you can check whether any of the individual items of the same type are part of a matched set. (Looking at the birthday paradox suggests that the chances of having at least 2 items in the same set should increase very rapidly the more you find, but that math seems really complicated to simulate at the table, so let's ignore it.)
Roll d20, and try to get lower than the number in your collection. Yes, that does mean if you have 20 or more items of the same type, then at least 2 are guaranteed to be part of the same matched set. Roll a dice determined by the set type, and that will tell you how many items are part of the same matching set. So for example, if you were collecting silverware, you would roll d4+1 to see how many pieces are part of the same matching place-setting. Other kinds of sets might require you to roll d6+1, d8+1, etc. Subtract that number out of your total collection, and roll the d20 again. You might have multiple different matched sets, so keep this up until you roll too high.
Items that belong to a matched set are much more valuable than unmatched items. So if a single piece of silverware is worth 1 sp, a set of two is worth 3 sp (2! = 1 + 2), a set of three is worth 6 sp (3! = 1 + 2 + 3), etc. If that scale-up somehow doesn't impress you, then try making each additional piece even more valuable, so two pieces are worth 4 sp (1! + 2! = 1 + 1 + 2), three pieces are worth 10 sp (1! + 2! + 3! = 1 + 1 + 2 + 1 + 2 + 3), etc. Either way, the point is that each additional matching piece substantially increases the value of the whole collection.
You now have the choice to sell your incomplete set for a decent price,
or you can try finding more pieces to make even more bank. Just like that, your players have a sandbox-like goal! This can help direct their exploration within the dungeon, and might even give them a reason to return to the room where they found the first part of their collection.
The next time you gather items of an existing type, roll under d20 for the new items to see if any belong to your current sets. If you get a match, roll d4-1 (or whichever dice is appropriate) to see how many are duplicates of existing pieces. If you get a 0, it's a new piece that fits into an existing collection. Congratulations! Roll again to see how many duplicates you found at the same time. After you've finished checking for matches to your existing sets, check again for your entire collection, which might now contain some new partial matching sets thanks to the additional pieces. (If your GM is feeling really generous, you can also see if any of your mini-sets belong to an even larger mega-set. Just check them in the same way, but treat each little set as an individual "piece" of the larger set. Perhaps some of your complete place-settings have the same pattern and belong to the same table-service, for example.)
Silverware is admittedly an unexciting type of item to collect, but you could apply this same logic to pieces of clothing making up uniforms or suits, chess or mahjong pieces, idols of gods in the same pantheon, china pieces in the same tea-set, or especially books in the same multi-volume series. Not every possible item needs the opportunity to be part of a matched set, but for key items you want your players to collect, this is a simple way to segue from simple smash-and-grab dungeoneering to goal-directed reconnaissance and investigation.
This idea is currently untested, but I think it should work in a gaming environment. From knowing a friend who collects rare books, I know that filling out a partial collection is massively more difficult than I've made it seem here. (It's the birthday paradox again. For the same reason it's easier than you'd expect to find the first match, it's harder than you'd expect to find the last unique element.) But I feel like performing virtually any task in a game ought to be easier and more fun than doing it in real life, particularly if that task is one the game itself is encouraging you to perform. We don't need an accurate simulation of real-world probability, we need a mechanic that allows us to adjudicate complex actions in a simple way.
Hidden - What if you're not just looking for any items, you're looking for items of particular value? In that case, you're not spending time picking up everything you can carry, you're spending time looking at what's available and picking out individual items somewhat selectively.
Foraging in the woods should probably work like this, for example. In a damp forest, you absolutely will find mushrooms or firewood or water if you spend a little time looking for it. In a library or bookstore, you will find interesting books. In a pantry storing tea or coffee or spices, you will find valuable varietals if you stroll about instead of swiping armfuls directly into your backpack.
The idea here is that in spaces of abundance, most of the items are relatively low-value, but higher-value items can be found if the characters spend time looking for them. Matching sets are a way to boost the sale-price of low-value items, but looking for hidden gems are worth finding all on their own. I would say that in the dungeon is your only chance to find a hidden gem. They will never turn up as part of a smash-and-grab operation.
Think of collecting wine bottles out of a wine cellar, for example. Most bottles will be worth whatever's the normal amount for wine in your game, although you can increase the value by collecting a complete case of matching vintages. However, a few bottles would be more expensive if sold, or might provide minor medicinal benefits to a character who drinks it as a ration.
Or think again of gathering books in a library. Most volumes are probably parts of some sort of series - maybe the complete works of some minor author, maybe encyclopedias, or textbooks organized by grade level, or annual reports from colleges or companies or churches, maybe historical chronicles, or all the editions of a particular magazine or newspaper bound together by year, maybe really boring stuff like a social register, or a listing of military members, or shipping manifests, or business ledgers. They might have research value or look good on your shelf, but they're only particularly valuable in a series. But there are also interesting individual books, which could have all kinds of game benefits. (I could write a whole blog post, and probably should, about all the ways you could use books in your game.)
The items you find this way should have an increased value, say 10 or 25 times the usual price of un-matched items of the same type. They should also, I think, have minor beneficial abilities. These should either be less impressive than full-on magical powers, or they should be the weakest magic available in your game.
Spending the time to find hidden gems is also a way to improve your existing collections. If you look carefully, you will find items that belong with one of your matched sets. You'll still need to roll to see if there's a unique piece or only duplicates, but you can skip the initial d20 roll for the match.
Secret - Finding something really valuable amid an ocean of near identicals requires a discerning eye, cultured taste, a shrewd sense for appraisal, and perhaps a bit of luck. There's always a chance of failure, but if you succeed, you'll have found something unique.
I mentioned before that I think the purpose of game mechanics is not to simulate reality but to allow us to make complex determinations quickly enough to use these decisions at the game table, and frankly, to put a thumb on the scale in favor of fun and interesting outcomes. So look, yes, in reality, the determining factor in these kinds of searches is whether or not a really valuable thing is actually there. Not every rummage sale has an original Shakespeare folio, not every thrift store has an undiscovered Picasso, no matter how hard you look. And if there is such a treasure present, then it shouldn't matter if you find it there in the store, or if you buy up the entire inventory in order to sift through it at home.
But since this is a game, and since the point of dungeoneering is that dungeons are storehouses of riches uncountable, let's sort of assume that there is a real treasure present in every abundant dungeon room, but you can only find it if you make an appropriate skill check and succeed your roll. (Look! I finally found a use for the appraisal skill besides pretending you don't know how to look up prices in the equipment section of your game rules!) You'll never find this treasure if you spend time but don't pass the skill test. You'll never find it if you grab up everything and take it back home. I would however stipulate that if you have some sort of procedure for conducting research, either by studying appropriate reference books, or collecting enough mundane examples, or both, you can also find these treasures by making sufficient research progress, rather than risking a skill check.
I would say that these treasured items should be worth 100 or 250 or 500 or 1000 times as much as their mundane counterparts. I would also say that they ought to be full-on magic items with powerful effects. This is the good stuff. It's not enough to grab the first thing you see, not enough to just spend time looking for it. If you manage to find one of these treasures, it had damn well better be worth it.
If you use your search for secrets to find an item for an existing collection, you will find a unique item that fits into an existing collection, in addition to the usual number of duplicates. (If your GM is really playing hardball, then this might be the ONLY way to find the last item that finishes off and fully completes a matched set. If so, just make sure that the choice to finish a collection has roughly the same financial pay-off as finding a unique treasure.)
So, now you have a plan for running an abundant dungeon, a plan that doesn't involve just giving the appearance of treasure while actually declaring almost everything worthless. And, you have a mini-game for your players to try collecting matching sets for extra cash, or to especially seek out the b-sides and rarities amid the masses.
My only final word on this is that even in a dungeon that includes abundance, not everything needs to be abundant. It's probably more interesting for your plays (and much easier for you!) if pick a few categories of treasures that feel thematically appropriate, and allow them to exist in abundance. You will need to do some extra preparation so you can describe the appearance of the things they're finding, give a formal or informal name to the matching sets, and assign special properties to the hidden or secret items.
I promised at least two follow-up posts in the process of writing this, one to look at other OSR authors's advice for managing abundance, and one to think about how to write abundance without having to enumerate your own private Doomsday Book in the process.
Showing posts with label treasures i want to steal. Show all posts
Showing posts with label treasures i want to steal. Show all posts
Friday, December 27, 2019
Tuesday, August 20, 2019
Reverse Engineering Random Tables - Campaign Events & Minor Magical Items
Two of my favorite random tables are Dreams in the Lich House's Campaign Events for the Black City and Dungeon of Signs' Starting Minor Magical Items for Darkly Haunted Noble Characters.
I like them so much, in fact, that I want to learn how to write my own tables like them. And the way to do that, I think, is to take them apart and see how they work. Having done that, I should be able to put my own lists together in the same way to achieve a similar effect.
Let's start with the campaign events. I've found that having something happen "in town" during the player characters' downtime expands the scope of the game a little bit and makes the campaign world feel "alive" - and by extension, when I've run ongoing campaigns without events, it can start to feel a bit too much like the characters are the only people in the world. (I mean, they sort of ARE, but you don't necessarily want it to FEEL like that. Suffocating claustrophobia is fine INSIDE the dungeon, but you want the outside world to feel more open.)
Lately I've come to appreciate that running a sandbox game requires giving players a surfeit of choice. If you want your players to choose their own goals and objectives, then you have to offer them a longer list of ideas to narrow down from. You need a map that shows them places they could go, you need a basic concept (at least!) of what each of those places is like, and you need to populate your world not just with monsters, but with people, with factions and NPCs who have names and personalities and agendas of their own.
And random events help with all that, because they mimic the unpredictability of a world where things happen because other people make them happen. I've used the Dreams in the Lich House random event list before, and liked it, so let's see what John Arendt is doing with this list:
1-2 Astral Conjunction
3-4 Bad Weather
5-6 Beached Whale
7-8 Bear Attack
9-11 Blood Feud *
12-14 Bragging Rights *
15-16 Dire Omens
17-18 Disappearance
19-20 Favor of the Gods
21-23 False Identity *
24-26 Fire *
27-28 Food Shortage
29-30 Foreigners!
31-32 Gold Rush
33-34 Great Weather
35-36 Herd of Caribou
37-39 Inflation *
40-41 It Came from the Ice
42-43 Long Live the King
44-46 Marvel Team-Up *
47-48 Massacre
49-50 Meteor
51-52 Missionary
53-54 New Sub Level
55-56 New Trade Route
57-58 New Trade Town
59-60 Pod of Whales
61-62 Population Change
63-64 Prize Fishing
65-66 Rampaging Monster Back Home
67-69 Rescue Mission *
70-71 Rival Wizard
72-74 Robbery *
75-76 Ship Lost at Sea
77-78 Sickness
79-80 Skilled Laborer
81-82 Stolen Map
83-84 Stormy Seas
85-86 Supply Problems
87-88 The Enemy Among Us
89-90 Vermin
91-92 Visiting Ship
93-94 Wandering Monster
95-96 Wars and Rumors of Wars
97-98 Where's the Wizard
99-100 Whirlpool
There are 46 events on there, most with a 2% chance of showing up, a couple with a 3% chance. I've marked the more-common events with stars. Reading through each entry, I tried to group them in a way that I think makes sense of what each event is doing for the game. With a very small amount of rounding, we get this:
10% - positive event
10% - rival NPC interactions
20% - faction event
30% - sidequest opportunity
30% - negative event
The specific events that make up those categories go a long way toward defining the environment. If you wanted to set your campaign somewhere that wasn't a Viking outpost beside an alien city, then you'd want to alter or reskin the individual entries. But the overall proportions are what interests me here.
About 10% of the time there's an event with a positive impact. Most of these are for one session only, a couple are ongoing. Notably a couple of these look like NPC events, but the effect is primarily an improvement of conditions, like when a skilled laborer opens a new shop in town, or when a new trade route adds a whole menu of foreign luxuries to the shopping list.
About 10% of the time, the player characters are forced into an interaction with some rival NPCs. These interactions can pose an immediate problem (like when the NPCs accuse the player characters of a crime and demand redress) or they can provide an opportunity for exploration (like when the NPCs offer to join the PCs on a joint mission, providing the personnel to do something more dangerous than usual) or they can just be a goad to spur the players to action (like when the NPCs are bragging about their own exploits). Regardless, this sets up a session where the players can do a bit more roleplaying. It also requires you to invent, or have on hand, some NPCs capable of serving as rival adventurers.
Roughly 20% of the time, there's a faction-level event happening. Unlike their rival NPCs, the player characters aren't necessarily forced into getting involved in whatever's happening - but it will change the social environment of the town going forward. Maybe one faction leaves town, maybe a new faction arrives (or a whole second town springs up!), or maybe there's conflict between two or more of the existing factions. The players could try to ignore that, offer to mediate it, or join one side against the other. For this to work, each faction needs a somewhat distinctive identity, and probably a couple representative NPC members. Because none of these events involve the player characters directly, they get more freedom to decide how to interact with what's going on. As Necropraxis suggests, let the players decide who their enemies are.
Roughly 30% of the random events are opportunities to go on a sidequest. (The default main quest being looting the megadungeon ruins of the alien city.) Most of these involve the temporary appearance of a new adventuring site or a new quest activity - check out that meteor crater! or catch that whale! Some of these seem like negative events, but the effect of them turns out to be a chance at redress, rather than a reduction in the living standard. You might try to investigate what happened to someone who's lost (and rescue them, if possible) or make a plan to kill a monster who's built a nearby lair. What defines these events is the opportunity to go on a mission that varies your routine, whereas the negative events generally don't open up new venues for play.
The final 30% of events impose some kind of negative impact. Again, most of these are single-session events, but a few present an ongoing problem that doesn't necessarily have a solution. Some of the negative events target the player characters directly (like if their campsite is robbed or catches fire), while others are of a more general nature. The key here is variety. I love that good weather provides the opportunity to narratively describe the setting a little differently - and makes travel and digging harder because of the mud. Some problems, like pests or disease, help contribute to the hardscrabble feeling of the environment. Others - like price increases, goods shortages, or offshore weather that makes leaving the island impossible - emphasize the isolation from society. A couple problems are magical, but most of them are mundane, quotidian. They're the kind of problems that remind the players why their characters took up the adventuring lifestyle in the first place - to get away from the poverty and filth of a mundane world that dirty and broken.
I don't know if I ever would have hit on this 10-10-20-30-30 distribution of events if I were making my own list, (I'm certain that I WOULDN'T have attempted a 3-to-1 ratio of negative events to positive, left to my own devices), but I've used this one, and it seems to work well in practice. It requires pretty minimal bookkeeping to run, and still allows the players to impact the game world, by deciding how their characters will react to events not of their own making. More complicated, and deserving of a post of its own sometime, would be the task having dynamic lists so that the frequency and severity of negative events responds to character actions. But as I said, that's for another time, so for now let's turn our sights to something else, instead.
Specifically, let's refocus our attention on the enjoyable task of handing out treasure to the player characters. What Gus L has written is a table of treasures. He intends to give them to starting characters from aristocratic families, to give those characters a sense of inheriting heirlooms from their noble house. I really like this idea, and it certainly fits with Metal Earth's advice to make starting characters special right out the gate. You could also use a table like this to award treasure during play.
There are a couple reasons to use treasure tables instead of inventing what kind of treasure is found on the spot. The first to maintain a sense of fairness and to avoid the appearance of favoritism when handing out treasure. You, the referee, aren't letting your personal feelings about the players determine what treasure they get, you're letting the dice decide, and your campaign is better for it. The second reason, though, is that it can be difficult to imagine treasures, especially new magic items, right there on the spot. A key reason to plan anything in advance is to end up with something better than you'd get from inventing it in the moment at the table.
Anyway, as with Dreams in the Lich House's random events, my sense is that Dungeon of Signs's starting treasures offer a nice mix in a good balance, and that I could learn something by looking closer at it. So let's do that:
1 Jewel Moth Robe
2 Distilled Chanteuse
3 Dueling Cane
4 Butler's Fork
5 House Sword
6 Healthful Wand
7 Fanged Idol
8 Masquerade Helmet
9 Simian Automaton
10 Vestarch's Crest
11 Remonstrator
12 Ring of Hate
13 True Liturgy
14 Uhlan's Armor
15 Sack of Coinage
16 Seraphim's Pinion
17 Revivifying Tipple
18 Parfume d'Maudlum
19 Porcelain Steed
20 Magister's Snuff Box
Again, it's worth noting that the treasure table, like the random event table, is a good place to do some worldbuilding for your campaign. The names, the style of language, the imagery all help to establish what sort of place these treasures come from, and I think just looking at both lists, you can see how different the two campaigns are from one another. The baroque, decadent flavor is obvious from the names alone. As before, I'd like to try putting these into categories:
20% weapon
15% combat trick
25% armor
25% tool
10% retainer
5% cash
4-in-20 of the treasures here are weapons. We get a good variety - a sword, a club, a wand, and a point for a spear.
Another 3-in-20 are combat tricks that provide some kind of advantage. Again, we get a good variety - one facilitates escape, one temporarily incapacitates your enemies, one reduces their initiative and gives a penalty to their attacks.
5-in-20 of the treasures are armors or protective items. We get a robe, a ring, a helmet, a suit of plate armor, and a talisman. Some improve AC, one improves saving throws, a couple offer protection against specific types of damage. One of the items also grants an additional benefit besides protection, and another imposes a penalty.
5-in-20 treasures are what I'm calling "tools" - they're all items that mimic the effect of a specific spell and provide a utilitarian benefit. We get a lockpick, a divination device, a healing potion, a scroll to turn undead, and a blood-drinking idol that lets you re-cast an already-used-up spell. Like the combat tricks, the healing potion has a limited number of uses; the scroll, I think, can only be used once; and the lockpick, like one of the weapons, has a chance to become useless until next session. The idol can be used freely, but imposes a price in hit-points for each use. A variety of restrictions, alongside a variety of functions, makes each item feel distinct from the others.
2-in-10 of the items are retainers. One is a monkey butler that can't be used for combat, the other is a magical horse (also blood drinking, a repetition that contributes to a sense that these items come from similar sources).
And finally 1-in-20 treasures are just cash money. The amount is enough to buy a magic item if a market were available, so presumably you could substitute another "magic currency", like Eberron's dragonshard crystals or Black Powder Black Magic's demon ore, to achieve a similar effect.
With both the lists here, the point is not necessarily to become beholden to someone else's design decisions, but rather to better understand what those design decisions actually were so that you can make better-informed decisions of your own. As I said, it wouldn't have occurred to me to make so many campaign events negative, but looking at the list, I can see the logic. I also don't know if I'd have thought to make so many tools, and I know I wouldn't have thought about combat tricks, if I hadn't been looking at this treasure table.
A huge percentage of the events on Dreams in the Lich House's list are goads to spur the players to leave town and go explore, whether it's something negative that pushes them out or something positive that pulls them. These aren't just random events with no impact on play, they're events that make one session feel different from the rest, and continuously open up new possibilities for adventure. Even if you don't want the "dung ages" feel of rats and pestilence in your setting, it's good to think of ways to remind your players that their characters aren't homebodies, they're meant to get out there and do things.
Another sizable portion of the events entangle the player characters in the affairs of NPCs. Populating your game world with other people and giving your players reasons to interact with them prevents their dungeoneering from feeling like a totally solipsistic activity.
The entries on Dungeon of Signs's treasure list are all quite different from each other. There's no "ho hum, just another magic sword" or "great, another unidentified mystery potion" here.
They're also all items that are meant to be used during play. There's no incentive to hoard these items, you'll want to use them, even if it means using them up. Half the items have some impact on combat, where you'll be willing to use them just to stay alive. Most of the others have an obvious use in a common situation where using the item prevents hitting a frustrating dead-end. Others are "always on" or have more open-ended applications.
The fact that many of the items do have limitations also helps prevent a handful of early treasures from totally dominating the rest of the campaign. You're not going to stop adventuring because you've already found as much as you could ever carry, and you're not going to turn up your nose at later treasures because they're inferior to what you already own. If you really like an item, even finding another that has the same effect with a different restriction would be a boon. At the same time, only one item is a "one and done" so you do get some sense that your character is defined by the things they've found so far, just not to the extent that you are only defined by what you've already found.
I like them so much, in fact, that I want to learn how to write my own tables like them. And the way to do that, I think, is to take them apart and see how they work. Having done that, I should be able to put my own lists together in the same way to achieve a similar effect.
Let's start with the campaign events. I've found that having something happen "in town" during the player characters' downtime expands the scope of the game a little bit and makes the campaign world feel "alive" - and by extension, when I've run ongoing campaigns without events, it can start to feel a bit too much like the characters are the only people in the world. (I mean, they sort of ARE, but you don't necessarily want it to FEEL like that. Suffocating claustrophobia is fine INSIDE the dungeon, but you want the outside world to feel more open.)
Lately I've come to appreciate that running a sandbox game requires giving players a surfeit of choice. If you want your players to choose their own goals and objectives, then you have to offer them a longer list of ideas to narrow down from. You need a map that shows them places they could go, you need a basic concept (at least!) of what each of those places is like, and you need to populate your world not just with monsters, but with people, with factions and NPCs who have names and personalities and agendas of their own.
And random events help with all that, because they mimic the unpredictability of a world where things happen because other people make them happen. I've used the Dreams in the Lich House random event list before, and liked it, so let's see what John Arendt is doing with this list:
1-2 Astral Conjunction
3-4 Bad Weather
5-6 Beached Whale
7-8 Bear Attack
9-11 Blood Feud *
12-14 Bragging Rights *
15-16 Dire Omens
17-18 Disappearance
19-20 Favor of the Gods
21-23 False Identity *
24-26 Fire *
27-28 Food Shortage
29-30 Foreigners!
31-32 Gold Rush
33-34 Great Weather
35-36 Herd of Caribou
37-39 Inflation *
40-41 It Came from the Ice
42-43 Long Live the King
44-46 Marvel Team-Up *
47-48 Massacre
49-50 Meteor
51-52 Missionary
53-54 New Sub Level
55-56 New Trade Route
57-58 New Trade Town
59-60 Pod of Whales
61-62 Population Change
63-64 Prize Fishing
65-66 Rampaging Monster Back Home
67-69 Rescue Mission *
70-71 Rival Wizard
72-74 Robbery *
75-76 Ship Lost at Sea
77-78 Sickness
79-80 Skilled Laborer
81-82 Stolen Map
83-84 Stormy Seas
85-86 Supply Problems
87-88 The Enemy Among Us
89-90 Vermin
91-92 Visiting Ship
93-94 Wandering Monster
95-96 Wars and Rumors of Wars
97-98 Where's the Wizard
99-100 Whirlpool
There are 46 events on there, most with a 2% chance of showing up, a couple with a 3% chance. I've marked the more-common events with stars. Reading through each entry, I tried to group them in a way that I think makes sense of what each event is doing for the game. With a very small amount of rounding, we get this:
10% - positive event
10% - rival NPC interactions
20% - faction event
30% - sidequest opportunity
30% - negative event
The specific events that make up those categories go a long way toward defining the environment. If you wanted to set your campaign somewhere that wasn't a Viking outpost beside an alien city, then you'd want to alter or reskin the individual entries. But the overall proportions are what interests me here.
About 10% of the time there's an event with a positive impact. Most of these are for one session only, a couple are ongoing. Notably a couple of these look like NPC events, but the effect is primarily an improvement of conditions, like when a skilled laborer opens a new shop in town, or when a new trade route adds a whole menu of foreign luxuries to the shopping list.
About 10% of the time, the player characters are forced into an interaction with some rival NPCs. These interactions can pose an immediate problem (like when the NPCs accuse the player characters of a crime and demand redress) or they can provide an opportunity for exploration (like when the NPCs offer to join the PCs on a joint mission, providing the personnel to do something more dangerous than usual) or they can just be a goad to spur the players to action (like when the NPCs are bragging about their own exploits). Regardless, this sets up a session where the players can do a bit more roleplaying. It also requires you to invent, or have on hand, some NPCs capable of serving as rival adventurers.
Roughly 20% of the time, there's a faction-level event happening. Unlike their rival NPCs, the player characters aren't necessarily forced into getting involved in whatever's happening - but it will change the social environment of the town going forward. Maybe one faction leaves town, maybe a new faction arrives (or a whole second town springs up!), or maybe there's conflict between two or more of the existing factions. The players could try to ignore that, offer to mediate it, or join one side against the other. For this to work, each faction needs a somewhat distinctive identity, and probably a couple representative NPC members. Because none of these events involve the player characters directly, they get more freedom to decide how to interact with what's going on. As Necropraxis suggests, let the players decide who their enemies are.
Roughly 30% of the random events are opportunities to go on a sidequest. (The default main quest being looting the megadungeon ruins of the alien city.) Most of these involve the temporary appearance of a new adventuring site or a new quest activity - check out that meteor crater! or catch that whale! Some of these seem like negative events, but the effect of them turns out to be a chance at redress, rather than a reduction in the living standard. You might try to investigate what happened to someone who's lost (and rescue them, if possible) or make a plan to kill a monster who's built a nearby lair. What defines these events is the opportunity to go on a mission that varies your routine, whereas the negative events generally don't open up new venues for play.
The final 30% of events impose some kind of negative impact. Again, most of these are single-session events, but a few present an ongoing problem that doesn't necessarily have a solution. Some of the negative events target the player characters directly (like if their campsite is robbed or catches fire), while others are of a more general nature. The key here is variety. I love that good weather provides the opportunity to narratively describe the setting a little differently - and makes travel and digging harder because of the mud. Some problems, like pests or disease, help contribute to the hardscrabble feeling of the environment. Others - like price increases, goods shortages, or offshore weather that makes leaving the island impossible - emphasize the isolation from society. A couple problems are magical, but most of them are mundane, quotidian. They're the kind of problems that remind the players why their characters took up the adventuring lifestyle in the first place - to get away from the poverty and filth of a mundane world that dirty and broken.
I don't know if I ever would have hit on this 10-10-20-30-30 distribution of events if I were making my own list, (I'm certain that I WOULDN'T have attempted a 3-to-1 ratio of negative events to positive, left to my own devices), but I've used this one, and it seems to work well in practice. It requires pretty minimal bookkeeping to run, and still allows the players to impact the game world, by deciding how their characters will react to events not of their own making. More complicated, and deserving of a post of its own sometime, would be the task having dynamic lists so that the frequency and severity of negative events responds to character actions. But as I said, that's for another time, so for now let's turn our sights to something else, instead.
Specifically, let's refocus our attention on the enjoyable task of handing out treasure to the player characters. What Gus L has written is a table of treasures. He intends to give them to starting characters from aristocratic families, to give those characters a sense of inheriting heirlooms from their noble house. I really like this idea, and it certainly fits with Metal Earth's advice to make starting characters special right out the gate. You could also use a table like this to award treasure during play.
There are a couple reasons to use treasure tables instead of inventing what kind of treasure is found on the spot. The first to maintain a sense of fairness and to avoid the appearance of favoritism when handing out treasure. You, the referee, aren't letting your personal feelings about the players determine what treasure they get, you're letting the dice decide, and your campaign is better for it. The second reason, though, is that it can be difficult to imagine treasures, especially new magic items, right there on the spot. A key reason to plan anything in advance is to end up with something better than you'd get from inventing it in the moment at the table.
Anyway, as with Dreams in the Lich House's random events, my sense is that Dungeon of Signs's starting treasures offer a nice mix in a good balance, and that I could learn something by looking closer at it. So let's do that:
1 Jewel Moth Robe
2 Distilled Chanteuse
3 Dueling Cane
4 Butler's Fork
5 House Sword
6 Healthful Wand
7 Fanged Idol
8 Masquerade Helmet
9 Simian Automaton
10 Vestarch's Crest
11 Remonstrator
12 Ring of Hate
13 True Liturgy
14 Uhlan's Armor
15 Sack of Coinage
16 Seraphim's Pinion
17 Revivifying Tipple
18 Parfume d'Maudlum
19 Porcelain Steed
20 Magister's Snuff Box
Again, it's worth noting that the treasure table, like the random event table, is a good place to do some worldbuilding for your campaign. The names, the style of language, the imagery all help to establish what sort of place these treasures come from, and I think just looking at both lists, you can see how different the two campaigns are from one another. The baroque, decadent flavor is obvious from the names alone. As before, I'd like to try putting these into categories:
20% weapon
15% combat trick
25% armor
25% tool
10% retainer
5% cash
4-in-20 of the treasures here are weapons. We get a good variety - a sword, a club, a wand, and a point for a spear.
Another 3-in-20 are combat tricks that provide some kind of advantage. Again, we get a good variety - one facilitates escape, one temporarily incapacitates your enemies, one reduces their initiative and gives a penalty to their attacks.
5-in-20 of the treasures are armors or protective items. We get a robe, a ring, a helmet, a suit of plate armor, and a talisman. Some improve AC, one improves saving throws, a couple offer protection against specific types of damage. One of the items also grants an additional benefit besides protection, and another imposes a penalty.
5-in-20 treasures are what I'm calling "tools" - they're all items that mimic the effect of a specific spell and provide a utilitarian benefit. We get a lockpick, a divination device, a healing potion, a scroll to turn undead, and a blood-drinking idol that lets you re-cast an already-used-up spell. Like the combat tricks, the healing potion has a limited number of uses; the scroll, I think, can only be used once; and the lockpick, like one of the weapons, has a chance to become useless until next session. The idol can be used freely, but imposes a price in hit-points for each use. A variety of restrictions, alongside a variety of functions, makes each item feel distinct from the others.
2-in-10 of the items are retainers. One is a monkey butler that can't be used for combat, the other is a magical horse (also blood drinking, a repetition that contributes to a sense that these items come from similar sources).
And finally 1-in-20 treasures are just cash money. The amount is enough to buy a magic item if a market were available, so presumably you could substitute another "magic currency", like Eberron's dragonshard crystals or Black Powder Black Magic's demon ore, to achieve a similar effect.
With both the lists here, the point is not necessarily to become beholden to someone else's design decisions, but rather to better understand what those design decisions actually were so that you can make better-informed decisions of your own. As I said, it wouldn't have occurred to me to make so many campaign events negative, but looking at the list, I can see the logic. I also don't know if I'd have thought to make so many tools, and I know I wouldn't have thought about combat tricks, if I hadn't been looking at this treasure table.
A huge percentage of the events on Dreams in the Lich House's list are goads to spur the players to leave town and go explore, whether it's something negative that pushes them out or something positive that pulls them. These aren't just random events with no impact on play, they're events that make one session feel different from the rest, and continuously open up new possibilities for adventure. Even if you don't want the "dung ages" feel of rats and pestilence in your setting, it's good to think of ways to remind your players that their characters aren't homebodies, they're meant to get out there and do things.
Another sizable portion of the events entangle the player characters in the affairs of NPCs. Populating your game world with other people and giving your players reasons to interact with them prevents their dungeoneering from feeling like a totally solipsistic activity.
The entries on Dungeon of Signs's treasure list are all quite different from each other. There's no "ho hum, just another magic sword" or "great, another unidentified mystery potion" here.
They're also all items that are meant to be used during play. There's no incentive to hoard these items, you'll want to use them, even if it means using them up. Half the items have some impact on combat, where you'll be willing to use them just to stay alive. Most of the others have an obvious use in a common situation where using the item prevents hitting a frustrating dead-end. Others are "always on" or have more open-ended applications.
The fact that many of the items do have limitations also helps prevent a handful of early treasures from totally dominating the rest of the campaign. You're not going to stop adventuring because you've already found as much as you could ever carry, and you're not going to turn up your nose at later treasures because they're inferior to what you already own. If you really like an item, even finding another that has the same effect with a different restriction would be a boon. At the same time, only one item is a "one and done" so you do get some sense that your character is defined by the things they've found so far, just not to the extent that you are only defined by what you've already found.
Friday, April 12, 2019
Harry Clarke Project - Pit & Pendulum, Cloak & Dagger
Piteous Cloak - The Piteous Cloak is an ebon-dark garment made from countless strips of black fabric, hung like a cape around the shoulders, fastened with an tarnished silver brooch in the likeness of a rat. The Cloak is black like brimstone, black like night. The floor-length strips do not hang limp, are never still, but move instead as though underwater, as though they float and flow about the wearer as she moves.
The Cloak will act to defend its owner if she is accosted, first wrapping around the assailant to bind and gag them, holding them helpless and immobile, then tightening to crush and strangle them for d6 damage per round, unless they can resist the prodigious strength of its covetous grasp. The grip of the Cloak is like a clutching fist, wringing the lifeblood out of its victims like water from a damp cloth. Anyone slain by the Cloak is pulled into the darkness of its folds and consumed utterly, so that not one trace of them remains, not one single bone nor stain of blood.
The Cloak's owner can disrobe and leave it in her sanctum as a guardian. In poor light it seems to blend with the shadows, and easily surprises the unwary visitant.
To befriend the Cloak is to become its new owner, but this requires appeasing the spirit of the rat that dwells within its tarnished brooch. The rat spirit feels affection for its owner and does not share its loyalty promiscuously, but it can be won over in the usual manner of mollifying hostile spirits, provided that, during these negotiations, it is given a fresh corpse to ingest each time it requires additional appeasement to persuade.
The Cloak never forgets an old master, however, and can never be compelled to harm one, even to protect its current owner. There is a 1-in-6 chance that any magician encountered in the same environs where the Cloak was discovered is one such former owner.
Pendulous Dagger - The Pendulous Dagger is a weapon of uncommon hostility. It appears as a masterpiece quality dagger, etched with filigrees of silver and inlaid with whorls of gilt. It is most notable for its tip, for instead of narrowing to a point, it suddenly flares out like a paper fan to become a wickedly sharp crescent moon.
When wielded in close quarters, and struck with critical acuity, the Dagger momentarily lengthens to become an executioner's blade, and will lop off the head of any target unable to save themselves from this death stroke.
When thrown underhand, it transforms again, becoming a pendulum that swings from the ceiling toward its target, dealing d12 damage on a successful blow. Regardless of the outcome of this swipe, its backswing may hit or miss independently, and deals an additional d12 damage if it strikes. Unless its master aimed either attack with fumbling clumsiness, the Dagger will unerringly return to her hand after it swings back. (Though if her aim failed her so critically, she will likewise be forced to dodge the pendulum's sweep.)
Both these items are apt to be discovered within the dungeon acting as hazards to travail the unwary wanderer. To escape the Piteous Cloak is, as ever, akin to saving oneself from paralysis, while to dodge the Pendulous Dagger's sweep is like unto being saved from a wand or a stave. Any perceptive soul who questions if these wonders might be taken as treasure should be answered in the affirmative; otherwise, someone versed in the lore of artifice or the art of trapmaking who inspects either object more generally may roll to realize that they are removable, transportable, and valuable.
This post is in response to Cavegirl's Harry Clarke Community Project, and it's licensed CC BY 4.0 https://creativecommons.org/licenses/by/4.0/
The Cloak will act to defend its owner if she is accosted, first wrapping around the assailant to bind and gag them, holding them helpless and immobile, then tightening to crush and strangle them for d6 damage per round, unless they can resist the prodigious strength of its covetous grasp. The grip of the Cloak is like a clutching fist, wringing the lifeblood out of its victims like water from a damp cloth. Anyone slain by the Cloak is pulled into the darkness of its folds and consumed utterly, so that not one trace of them remains, not one single bone nor stain of blood.
The Cloak's owner can disrobe and leave it in her sanctum as a guardian. In poor light it seems to blend with the shadows, and easily surprises the unwary visitant.
To befriend the Cloak is to become its new owner, but this requires appeasing the spirit of the rat that dwells within its tarnished brooch. The rat spirit feels affection for its owner and does not share its loyalty promiscuously, but it can be won over in the usual manner of mollifying hostile spirits, provided that, during these negotiations, it is given a fresh corpse to ingest each time it requires additional appeasement to persuade.
The Cloak never forgets an old master, however, and can never be compelled to harm one, even to protect its current owner. There is a 1-in-6 chance that any magician encountered in the same environs where the Cloak was discovered is one such former owner.
Pendulous Dagger - The Pendulous Dagger is a weapon of uncommon hostility. It appears as a masterpiece quality dagger, etched with filigrees of silver and inlaid with whorls of gilt. It is most notable for its tip, for instead of narrowing to a point, it suddenly flares out like a paper fan to become a wickedly sharp crescent moon.
When wielded in close quarters, and struck with critical acuity, the Dagger momentarily lengthens to become an executioner's blade, and will lop off the head of any target unable to save themselves from this death stroke.
When thrown underhand, it transforms again, becoming a pendulum that swings from the ceiling toward its target, dealing d12 damage on a successful blow. Regardless of the outcome of this swipe, its backswing may hit or miss independently, and deals an additional d12 damage if it strikes. Unless its master aimed either attack with fumbling clumsiness, the Dagger will unerringly return to her hand after it swings back. (Though if her aim failed her so critically, she will likewise be forced to dodge the pendulum's sweep.)
Both these items are apt to be discovered within the dungeon acting as hazards to travail the unwary wanderer. To escape the Piteous Cloak is, as ever, akin to saving oneself from paralysis, while to dodge the Pendulous Dagger's sweep is like unto being saved from a wand or a stave. Any perceptive soul who questions if these wonders might be taken as treasure should be answered in the affirmative; otherwise, someone versed in the lore of artifice or the art of trapmaking who inspects either object more generally may roll to realize that they are removable, transportable, and valuable.
This post is in response to Cavegirl's Harry Clarke Community Project, and it's licensed CC BY 4.0 https://creativecommons.org/licenses/by/4.0/
Sunday, February 3, 2019
Nasjonalmuseet's Treasures I Want to Steal - Arkitekturstriper Tote Bag
I really want this bag.
I can't have it, because I wasn't in Oslo between October 2015 and February 2016, and so I didn't go to the Norwegian National Museum of Architecture, or have the opportunity to pick one up at the museum store.
So I can't have it.
But I want it.
I really want it.
![]() |
| Design by Bielke & Yang |
I can't have it, because I wasn't in Oslo between October 2015 and February 2016, and so I didn't go to the Norwegian National Museum of Architecture, or have the opportunity to pick one up at the museum store.
So I can't have it.
![]() |
| Design by Bielke & Yang |
But I want it.
I really want it.
Thursday, December 27, 2018
GFA18 - Mountain Lion Magic Items
Okay, so actually the FINAL final mountain lion entry for the 2018 Gongfarmer's Almanac is a pair of mountain-lion themed magic items. I almost forgot I wrote this! My Black Powder Black Magic campaign needs a fair number of magic items, because characters can find demon ore, and trade it for magic items, which means the campaign NEEDS magic items for the characters to acquire. (Ideally, characters should have to "quest for it" rather than just trading in the ore like it's currency, and long term, I should possibly think about some kind of rule for "retiring" items that have been used long enough, but those are concerns for different posts.)
So the story behind both these items is that I watched the Lego Batman movie, and Catwoman has like one line in the whole movie, where she's helping a gang of villains break into a building, and we see her on the comms, and she's like "Meow-meow, we're in, meow-meow!" It's practically a throw-away line, but I loved the idea of her bookending all her sentences that way. So then I watched Black Panther, and the little sister Shuri has these cat-faced gauntlets that fire vibrating soundwaves as a weapon. And in my head, every time she fires these things, she says "meow-meow, meow-meow!" (Next time you watch Black Panther, try adding that sound-effect yourself. It's delightful!)
So the first item is pretty much just Shuri's gauntlets, and the second is a variation on the same idea, which arises out of the first. (It also lets you play at being Lego Catwoman, the same way the first one lets you play at being Shuri.) Plus, I don't know, in addition to the fun of getting my players to say "meow-meow" to use their magic item, I kind of like the idea that a magic item might have a command word that the players have to know and say. The presence of a "magic word" has a certain fariy-tale-ness to it that I like, and having the player say the magic word is sort of an immersive role-playing element. Outside of a situation like this, I would probably pick magic words like "abracadabra", "alakazam", "hocus pocus", and "open sesame".
Danny Prescott edited this article, and the others in the series, and he was a big help in making sure that my physical descriptions evoked the right mental image and that my instructions were clear and easy to understand.
Gauntlets of the wailing mountain lion: These metal forearm-guards are made of the same vibrating material as a tuning fork or xylophone bar. The gauntlets seem to hum or purr constantly, sounding a musical note when struck against each other or used in combat. Each guard is carved to look like a mountain lion, tail wrapped around the wearer's forearms, haunches gripping the wrist, and the lion’s chin resting on the knuckles.
The gauntlets grant +1 AC and allow the wearer to make an unarmed punch for 1d4 damage, but prevent wielding another weapon in combat. They are ideally paired for two-weapon fighting. At least once per day the wearer can invoke the mouths to fire a soundwave at a target as a ranged attack for 1d14 damage by saying magical phrase "myow-myow," and the player has to say it out loud.
Spellcasters can use this power a number of times per day equal to the highest spell-level they can cast. If the wearer uses two-weapon fighting to fire two soundwaves at once, this counts as only a single use of the gauntlets.
Gloves of the were-lion thief: These coal black mouse-leather gloves have weighted knuckles. The leather on the back of the wrists and hands is worked to look like a cat preparing to pounce - tail curled above the wrist, haunches perched on the hand, chin and forepaws gripping the knuckles.
If worn by a non-thief these gloves allow the wearer to make an unarmed attack like a blackjack (1d3 subdual damage) with an additional +1 to hit and +1 damage, and once a day, the wearer can say the magic phrase "myow-myow" to use any one thief skill using a d24 skill die.
If worn by a trained thief they function as above, however the thief may instead say the magic word to roll a d24 skill die thrice per day, and if the thief uses this power while backstabbing the attack deals lethal instead of subdual damage with the automatic crit rolled on the monster crit table. When invoked, the player has to say the magic phrase out loud. Thieves who use this power more than once per day must use it for a different skill each time.
So the story behind both these items is that I watched the Lego Batman movie, and Catwoman has like one line in the whole movie, where she's helping a gang of villains break into a building, and we see her on the comms, and she's like "Meow-meow, we're in, meow-meow!" It's practically a throw-away line, but I loved the idea of her bookending all her sentences that way. So then I watched Black Panther, and the little sister Shuri has these cat-faced gauntlets that fire vibrating soundwaves as a weapon. And in my head, every time she fires these things, she says "meow-meow, meow-meow!" (Next time you watch Black Panther, try adding that sound-effect yourself. It's delightful!)
So the first item is pretty much just Shuri's gauntlets, and the second is a variation on the same idea, which arises out of the first. (It also lets you play at being Lego Catwoman, the same way the first one lets you play at being Shuri.) Plus, I don't know, in addition to the fun of getting my players to say "meow-meow" to use their magic item, I kind of like the idea that a magic item might have a command word that the players have to know and say. The presence of a "magic word" has a certain fariy-tale-ness to it that I like, and having the player say the magic word is sort of an immersive role-playing element. Outside of a situation like this, I would probably pick magic words like "abracadabra", "alakazam", "hocus pocus", and "open sesame".
Danny Prescott edited this article, and the others in the series, and he was a big help in making sure that my physical descriptions evoked the right mental image and that my instructions were clear and easy to understand.
Gauntlets of the wailing mountain lion: These metal forearm-guards are made of the same vibrating material as a tuning fork or xylophone bar. The gauntlets seem to hum or purr constantly, sounding a musical note when struck against each other or used in combat. Each guard is carved to look like a mountain lion, tail wrapped around the wearer's forearms, haunches gripping the wrist, and the lion’s chin resting on the knuckles.
The gauntlets grant +1 AC and allow the wearer to make an unarmed punch for 1d4 damage, but prevent wielding another weapon in combat. They are ideally paired for two-weapon fighting. At least once per day the wearer can invoke the mouths to fire a soundwave at a target as a ranged attack for 1d14 damage by saying magical phrase "myow-myow," and the player has to say it out loud.
Spellcasters can use this power a number of times per day equal to the highest spell-level they can cast. If the wearer uses two-weapon fighting to fire two soundwaves at once, this counts as only a single use of the gauntlets.
Gloves of the were-lion thief: These coal black mouse-leather gloves have weighted knuckles. The leather on the back of the wrists and hands is worked to look like a cat preparing to pounce - tail curled above the wrist, haunches perched on the hand, chin and forepaws gripping the knuckles.
If worn by a non-thief these gloves allow the wearer to make an unarmed attack like a blackjack (1d3 subdual damage) with an additional +1 to hit and +1 damage, and once a day, the wearer can say the magic phrase "myow-myow" to use any one thief skill using a d24 skill die.
If worn by a trained thief they function as above, however the thief may instead say the magic word to roll a d24 skill die thrice per day, and if the thief uses this power while backstabbing the attack deals lethal instead of subdual damage with the automatic crit rolled on the monster crit table. When invoked, the player has to say the magic phrase out loud. Thieves who use this power more than once per day must use it for a different skill each time.
Monday, October 30, 2017
Campaigns I Want to Run - Dungeons & Decorators
I have no immediate plans to run it, but I rather like the idea of a campaign where the characters are not particularly out to find ordinary, interchangeable gold, but where, instead, they are aesthetes out to find unique biological specimens and objets d'art to wear to parties, stock cabinets of curiosity, and fill their homes with the rarest and most valuable items they can find.
I suppose part of this desire is me wanting to translate the only kind of treasure hunting I actually do - shopping at thrift stores an used book stores - into the goals of a game that is all about treasure hunting, albeit normally of a more mundane and monetary variety.
Part of it is my desire to imagine pretty things, and then imagine finding and collecting those pretty things. And part of it, if I'm being honest, is something like jealousy or wanting to be her when I see news profiles devoted to people who actual lives seem to consist mostly of finding and displaying pretty things to audiences of their friends.
Awhile ago, the Grey Lady had an article about a pair of sisters who collect antiquities.
And of course there was an accompanying slideshow.
The aesthetic here is something I absolutely love, which makes it all the more tempting as a source of inspiration. Some people want their games to feel like a heavy metal album cover; I want mine to feel like a Wes Anderson movie. At some point, I want to run a campaign where the characters wear suits and dresses and "borrowed" military uniforms, where they fight with fencing swords and dueling pistols, and where they gain experience for collecting unique treasures and displaying them to the public. For a campaign like that, you need rumors about treasures to be found, inventories not just for the characters but for their display cases and show houses as well, rules adjudicating the XP attached to monetarily invaluable objects, and additional incentives to show off - NPC rivals seeking to outdo the aesthetes, rules for spellcasting that demand each spell be attuned to a unique object.
Dungeon of Signs has had a couple ideas that work well in this vein. He has a great list of starting equipment for bored aristos gone dungeoneering on a lark, plus a list of possiblebabysitters retainers for them, upscale carousing results, advice on XP for finding curios and trophies rather than XP for gold, and not one but two examples of this kind of play.
His other really good idea comes from a post about starting magic items for aristocratic heirs. In addition to being a really good list, one that's easy to combine with the other aristocratic starting equipment, there's a great suggestion for these heirs to simply be robbing their own houses, exploring the Ghormanghast-ian depths of their familial estates, and recovering treasures that their own ancestors lost to time and neglect. As someone who has spent a fair bit of time helping her mother clean out her attic, I can't tell you how interesting I think it would be if such an attic were truly enormous, and if the items found there were magic and beautiful and valuable.
From Dungeon of Signs: "Your house has fallen, not once, not even twice, but like a tottering drunk, tumbling endlessly, colliding with fixed obstacles, cowering from imagined enemies and unprepared to face tomorrow. Why do you alone see it? Your elders, the family head, the old retainers, the children, and even your peers are blind, wrapped up in false glories and an imagined past. While they sit in dark worm eaten parlors, clutching the greasy and threadbare arms of their patched tapestried thrones and waiting for the Empire’s return to fortune, you have calmly laid out the need for change. Over meals of what were once decorative carp but are now your rubbery repast carved up on golden plates, you have shouted and raved for action. In the mossy dripping blackness of the overgrown topiary garden you’ve intrigued and schemed."
"Your efforts have come to naught, your warnings, your rumor mongering, your pleas and prayers cannot move the fixed inertia of a Millennium's propriety and tradition. Now there is only flight, clutching poorly prepared supplies and rushing for the unknown world beyond the mansions and spires."
The other option, of course, is not to play a campaign where you steal from your own dead family members to pad out your own estate, but where you play a slightly more conventional campaign where you are robbing other dead families to pad out the estates of today's aristocracy - which does not include you, in this campaign, you're not the elite, you're just their interior decorators.
And of course there's an old New York Times article about that as well.
It has a slideshow too, naturally.
The emphasis here is less on finding one-of-a-kind objects as it is on finding relatively rare building materials in large enough quantities to actually build with them. Tearing up old roads for paving stones for a private driveway, pulling the roofs off old buildings to use as kitchen backsplash tiles, tearing down a millennia-old religious school for the stones to build a garage, extinct animal skins become bathroom wallpaper - these are real examples, and the point is that no "abandoned" building is too sacred, no modern purpose too profane for this kind of treasure hunting. The collectors who hire these kinds of decorators seem to me to take some kind of perverse pleasure in acquiring the most natively important materials and using them in the most trivial ways.
Coins and Scrolls has a couple posts about campaigning in this vein. First he writes about the general prospect of ripping apart a dungeon and carting it off as building material, and then he has a more specific example of disassembling the Castle of Elemental Evil and using the components to build a new fortress.
As is generally true of a game about committing muggings and burglaries - with a side of killing endangered animals and destroying the archaeological record - behavior that I find reprehensible in real life seems like it would make for pretty good campaign fodder. I've already been thinking about how to use rare building materials as a kind of go-to treasure for the architecturally-obsessed Bo-al in my on-again-off-again Island of the Blue Giants campaign.
A more recent Times article claims to discuss the current fad of tomb-robbing for building materials in China.
As before, the real world details here are just fascinating. Due to China's long history, the country is littered with old tombs. Nearly every estate and plot of land has one, sometimes more than one. Farmers used to consider it a familial duty to guard them, but the destruction of tradition during decades of revolution and re-revolution also destroyed that sense of obligation. Now tombs are a ready supply of dressed stone and other materials. And the high prevalence of art forgery has given rise to a class of wary investors who only want to purchase recently pillaged artifacts to ensure their authenticity and provenance. Meanwhile, the government has stepped up the surveillance of old tombs, the rewards for turning in robbers, and the penalties for robbing.
Again, that's practically a campaign right there.
I suppose part of this desire is me wanting to translate the only kind of treasure hunting I actually do - shopping at thrift stores an used book stores - into the goals of a game that is all about treasure hunting, albeit normally of a more mundane and monetary variety.
Part of it is my desire to imagine pretty things, and then imagine finding and collecting those pretty things. And part of it, if I'm being honest, is something like jealousy or wanting to be her when I see news profiles devoted to people who actual lives seem to consist mostly of finding and displaying pretty things to audiences of their friends.
Awhile ago, the Grey Lady had an article about a pair of sisters who collect antiquities.
And of course there was an accompanying slideshow.
The aesthetic here is something I absolutely love, which makes it all the more tempting as a source of inspiration. Some people want their games to feel like a heavy metal album cover; I want mine to feel like a Wes Anderson movie. At some point, I want to run a campaign where the characters wear suits and dresses and "borrowed" military uniforms, where they fight with fencing swords and dueling pistols, and where they gain experience for collecting unique treasures and displaying them to the public. For a campaign like that, you need rumors about treasures to be found, inventories not just for the characters but for their display cases and show houses as well, rules adjudicating the XP attached to monetarily invaluable objects, and additional incentives to show off - NPC rivals seeking to outdo the aesthetes, rules for spellcasting that demand each spell be attuned to a unique object.
Dungeon of Signs has had a couple ideas that work well in this vein. He has a great list of starting equipment for bored aristos gone dungeoneering on a lark, plus a list of possible
His other really good idea comes from a post about starting magic items for aristocratic heirs. In addition to being a really good list, one that's easy to combine with the other aristocratic starting equipment, there's a great suggestion for these heirs to simply be robbing their own houses, exploring the Ghormanghast-ian depths of their familial estates, and recovering treasures that their own ancestors lost to time and neglect. As someone who has spent a fair bit of time helping her mother clean out her attic, I can't tell you how interesting I think it would be if such an attic were truly enormous, and if the items found there were magic and beautiful and valuable.
From Dungeon of Signs: "Your house has fallen, not once, not even twice, but like a tottering drunk, tumbling endlessly, colliding with fixed obstacles, cowering from imagined enemies and unprepared to face tomorrow. Why do you alone see it? Your elders, the family head, the old retainers, the children, and even your peers are blind, wrapped up in false glories and an imagined past. While they sit in dark worm eaten parlors, clutching the greasy and threadbare arms of their patched tapestried thrones and waiting for the Empire’s return to fortune, you have calmly laid out the need for change. Over meals of what were once decorative carp but are now your rubbery repast carved up on golden plates, you have shouted and raved for action. In the mossy dripping blackness of the overgrown topiary garden you’ve intrigued and schemed."
"Your efforts have come to naught, your warnings, your rumor mongering, your pleas and prayers cannot move the fixed inertia of a Millennium's propriety and tradition. Now there is only flight, clutching poorly prepared supplies and rushing for the unknown world beyond the mansions and spires."
The other option, of course, is not to play a campaign where you steal from your own dead family members to pad out your own estate, but where you play a slightly more conventional campaign where you are robbing other dead families to pad out the estates of today's aristocracy - which does not include you, in this campaign, you're not the elite, you're just their interior decorators.
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| Fernando Sanchez scours a shop in Chiang Mai, Thailand, for a Venezuelan client’s terra-cotta wall. Credit: Justin Mott for The New York Times |
And of course there's an old New York Times article about that as well.
It has a slideshow too, naturally.
The emphasis here is less on finding one-of-a-kind objects as it is on finding relatively rare building materials in large enough quantities to actually build with them. Tearing up old roads for paving stones for a private driveway, pulling the roofs off old buildings to use as kitchen backsplash tiles, tearing down a millennia-old religious school for the stones to build a garage, extinct animal skins become bathroom wallpaper - these are real examples, and the point is that no "abandoned" building is too sacred, no modern purpose too profane for this kind of treasure hunting. The collectors who hire these kinds of decorators seem to me to take some kind of perverse pleasure in acquiring the most natively important materials and using them in the most trivial ways.
Coins and Scrolls has a couple posts about campaigning in this vein. First he writes about the general prospect of ripping apart a dungeon and carting it off as building material, and then he has a more specific example of disassembling the Castle of Elemental Evil and using the components to build a new fortress.
As is generally true of a game about committing muggings and burglaries - with a side of killing endangered animals and destroying the archaeological record - behavior that I find reprehensible in real life seems like it would make for pretty good campaign fodder. I've already been thinking about how to use rare building materials as a kind of go-to treasure for the architecturally-obsessed Bo-al in my on-again-off-again Island of the Blue Giants campaign.
![]() |
| Reclaimed shutters recline in a Chiang Mai warehouse. Credit: Justin Mott for The New York Times |
A more recent Times article claims to discuss the current fad of tomb-robbing for building materials in China.
As before, the real world details here are just fascinating. Due to China's long history, the country is littered with old tombs. Nearly every estate and plot of land has one, sometimes more than one. Farmers used to consider it a familial duty to guard them, but the destruction of tradition during decades of revolution and re-revolution also destroyed that sense of obligation. Now tombs are a ready supply of dressed stone and other materials. And the high prevalence of art forgery has given rise to a class of wary investors who only want to purchase recently pillaged artifacts to ensure their authenticity and provenance. Meanwhile, the government has stepped up the surveillance of old tombs, the rewards for turning in robbers, and the penalties for robbing.
Again, that's practically a campaign right there.
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