The same way equipment and gear help you get things done in the dungeon, friends and contacts help you get things done in the city.
What this is for
Meeting Contacts, Making Friends
- Rich
- Tough
- Streetwise
- Connected
- Famous
- Eccentric
- Weird
- True
The same way equipment and gear help you get things done in the dungeon, friends and contacts help you get things done in the city.
“So tell me,” Gredarius said, “how is Fabiola?” His prodigious waddle bobbed as he spoke. The particular emphasis he gave the word “is” could not have been replicated by any save for those suffused in the layered intricacies of Niskian high society.
The subtle nuance was invisible for all but those in the know, to whom it was a pointed remonstration indicating, in order, that Gredarious was aware Fabiola came down with a bad case of the deliriums, that he was critical of how Perdustan supported her in her time of need, yet also bemused at the rift the lady’s ailment caused the young man and her family, that he sided with the family against Perdustan, that he was eager to hear the young man’s side if only for the opportunity to water the seeds of gossip already spread throughout society, and lastly that he wished to unsettle Perdustan in order to see whether he will push back and risk his standing or simply squirm to the pleasure of the gentleman and ladies joining them at their dining table. Somewhere distant, like a far star winking in the night sky, was actual interest in how Fabiola was doing.
“She is holding up well,” Perdustan responded evenly. “She dearly wished she could attend.” A dewdrop of condensation formed on his glass of amaroc. It may have appeared as though Perdustan gave a polite if dismissive reply to a prying question, but to the men and women at the table it was as if the young man, meeting Gredarius on the fencing floor, performed such a dancer-like twist to avoid the old grandee’s lunge that no parry was necessary. In that moment all Perdustan need do was extend his arm and the point would meet the defenseless breast.
Yet now came the decision—should Perdustand indeed land his proverbial blade against Gredarius it would have caused the baron undue humiliation, and Perdustan was in no standing to earn the ire of such a gentleman when the Marquee’s Salón was but two weeks hence. However, should he hold back, he would earn a reputation as wheedling and spiritless, or, worse yet, a tufthunter. “Blast,” Perdustan thought. “My quicksilver conversationism got me in trouble once again.” The dewdrop gave a slow lurch then raced down the glass.
Every faculty of his mind endeavored to weave a response. Yet each pattern was scrapped as rapidly as they emerged, each demanding a price too much to bear. The keening faces of the men and women at the table stared hungrily at Perdustan. The lady’s jewelry tinkled with anticipation, the men’s brows furrowed in preparation for whatever was to come. Gredarius’s red waddle trembled expectantly. Time was running out.
The dewdrop hurtled to the base of the glass and met its end upon the tablecloth. With a voice cool and crisp as a mountain stream Perdustan continued, “she so wished she could be here to see you and the lady Renoriette dance the Tazurella.” It was like the welcome sun breaking through storm-ridden sky. Such a perfect chord, so well-considered only a master would strike it, yet so easygoing it felt the most obvious and welcome successor to the prior melodies, is oft but the purview of the angel choirs our earthly cantors may only dream of approximating.
Not a single person at the table was unimpressed, not least Perdustan himself. Gredarius’s waddle quavered. “Yes, yes, quite so,” he responded after a moment. “She is indeed missed. But there is never a shortage of opportunities to take the Tazurella.” With that he nodded slightly, wiped his mouth, and directed a new question at another member of the table. Perdustan, content, sat back in his chair and sipped his amaroc.
One for the Sex Bandwagon.
Sex with a succubus is much like sex with anyone, which is to say it's absolutely horrifying.
The first time a Lawful character sleeps with a succubus, they lose one point of Wisdom as the very foundation of their moral core has been fractured. Chaotic characters gain one point of Wisdom, as their glimpse at the furthest reaches of sensation exposes them to forbidden insights. Neutral characters develop a distinctive paraphelia and get a wild story to tell at the bar.
When sleeping with a succubus, role under Charisma with a d20 for the fate of your soul.
On a success, you wake the next morning crushed by a whole-body hangover. Your memory of the night before is tattered like the remnants of the dream; all you can surface are wild, unfocused impressions of ecstasy and terror. You get no benefit from the night's rest.
On a failure, the consequences are as above plus roll 1d8:
1. The demon possesses your genitalia. It becomes big and grotesque, and can be used as a weapon in a pinch dealing 1d4 damage. The demon-haunted organ will attempt to control you as a sentient sword (Will 18+1d6) to corrupt men and women of the cloth. It can be exorcised by setting yourself on fire and jumping into a freezing lake in the dead of winter, whereupon a cleric must perform the rites of Dispel Evil.
2. In the throes of infernal passion, you agree to a dark pact. You can't gain experience until you lead nine pure-hearted virgins down a path of depravity.
3. You're obsessed. Every night you wish for her, and every night she's there. You'd give anything to her, your wealth, your loyalty, but all she wants is you, she says, and so you give yourself to her. A little bit at first, but more and more each night, because the thought of being without her is too much to bare. Lose 1 point of Constitution every day. Your friends will notice your hollow eyes and sunken cheeks. If they care enough, they'll lock you in a room each night and keep you under watch until morning, and you will hate them for it. Only once you've gone a week without the succubus do you realize you must move on, but you can't be rid of her completely until you take a vow of celibacy before a theytriarch. And better swear off drinking too, for good measure.
4. You babble like a baby and spill your heart. She knows you more intimately than anyone else ever can—a moment of eye contact is all she needs to see into your mind. She will visit you again and again in various guises over the following years, waiting for you to become a big powerful hero, even intervening where necessary to help you on your way. And she will know where the bodies are buried, what treasures you own and what wonders you seek, everything that shouldn't be shared; and she will gladly share her knowledge to anyone who hates you enough to pay her price.
5–8. With your essence she gestates a cambion—a half-human fiend who walks the earth free from the oblique constraints of demonhood. In nine months it will be born, and in nine days it have aged into a perfect copy of you, indistinguishable save for a subtle demoniac cast that falls over its face in partial light or under extreme emotion. It can access all of your memories, which it does frequently and with a sense of mordant fascination. It will kill you in the night to take your place. Details below.
This is what I sent my players as a little backstory for the big dungeon at the center of our campaign:
The Inverted Palace
On clear days, at dawn or dusk, you can see it on the northern horizon. A wondrous palace—or, rather, an apparition of a palace. It disappears during the day and night, but journey into the dark forests beyond Linrik and you will find it again—no longer moored to the ground, but hanging upturned in the sky. Look up, and through the tree branches a host of majestic spires bears down on you from above. But this, too, is an apparition. It is only seen by those close to where the real palace once stood.
For these apparitions are of the Palace Eternal, the seat of power for the lost Zenon empire and home to Anaktos the Stargiver, her final ruler. Zenon was the greatest of human civilizations. Its domain so vast it was said to have reached the stars. The sorcerers of Zenon, among whom Anaktos was the greatest, glimpsed the true mosaic of magic and established many of the spells practiced by today's lesser magicians.
I started writing little scenes about the locations keyed in my hex map and it's transformed my game for the better.
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| The player-facing map |
I decided three hand-written pages a day, because that’s what my friend who’s doing Artist’s Way (speaking of synchronicity) recommends. I’ve never read the book but I hear it’s very useful. No finished stories, just scenes and dialogue. We're sketching, not painting.
Seeking subject matter I figured: why not write about the hexcrawl? What would a scene of adventures coming to this town here on the corner of the map look like?
And so from my pen flowed a tale of wanderers sharing thoughts as they pass through unfamiliar streets. They make their way to a tavern where the barkeeper tells a story about an old festival no one celebrates anymore.
Now, questions of quality aside: the piece was fun to write and it gave me time and space to explore each idea in the hex map more thoroughly. Externalizing thoughts as a story switches your brain into a sort of generative state, where you suddenly start producing the "next" idea as you write out the last one. I had only the briefest notion of a festival, but as the story unwound I arrived at what it celebrated, why it stopped, and how to bring it back. I would have missed this had I just written a list of bullet-point list of facts about the town, as is my typical prep method. Not only that, but I found language to describe the town and what the players see—a sort of first-draft for putting images to words, which saves me from groping about at the table for the rights words to verbally convey the images in my brain.
I did this approximately every day for two weeks, writing scenes relating to a dozen keyed hexes. The characters, conflicts, and locations within the hexcrawl are more vivid to me than anything else I have ever created for my games. Writing the scenes makes each hex more true; the stories expand the palette of language and ideas I work with as I prep and run the game. This depth of understanding far exceeds what is necessary to run a good campaign, but once you develop it, everything from generating NPCs on the fly to describing the frog demon's splattering boils becomes easier.
I do not suggest you write fiction based on your campaign if you're not doing it for the sake of writing. It takes a substantial amount of time, you won’t use most of what you write, and it could lead to a maladaptive overprotectiveness of your setting. This is writing practice, not campaign prep.
But, if you do wish to improve your writing, and are looking for subject matter, consider: you are an RPG person. You think about adventure games and related topics all the time, even when you're not trying to. You can channel all that energy into your games, or discussions about games, or god forbid discussions about discussions about games, but you can also use it to propel progress in a different craft and help both passions flourish.
Writing is like fitness. It’s healthy. It gives you a better handle on your thoughts, improves your insight, and deepens your appreciation of the richness of life. Not to mention if you get good at it, you may create something beautiful.
Six villains who hunt wanted PCs or whoever the PCs are hunting. Dead or alive, always.
Her skin is a beautiful pastel blue. She wears the bright, flowy dancer robes and smells like a perfumer's vat. Absolutely loves her job. She likes the search, the pursuit, the inevitable showdown. But most of all she likes the attention; it's easy to develop an obsession with the person coming to end their life, or bring you to their employer who will do much worse. Lolelia fights with flowers and bees, her petal-laden throwing stars burst in plumes of pollen which burn the sinuses as strongly as they attract the deadly swarms she keeps in her voluminous sleeves.
A flashy swashbuckler in a domino mask and bright silver cape. His cape is a djinn he commanded to turn into a single long thread by means of a Sword of Wishes (he used every wish but the sword is still +1). The cape exudes thick fog when billowed, within which Lessic creates illusory duplicates of himself. He'll confront the party in an open place and declare his challenge, then with a jaunty toss of his cape, will surround the party in fog and appear to attack from all sides. Sincerely does not want to die; will yield as soon as he takes a hit, only to return 1d4 days later to issue another challenge.
A big game hunter from lands afar. Tall, brawny, wears a cloak of woven straw and a vest made from the hide of a dire wolverine. Around her neck is a string of bronzed hunting trophies (claws, fangs, talons) from which she gets her name. She rides an allosaurus and fights with a hunting spear the size of a pike. Her magic hunting horn summons semblances of beasts she's slain to fight for her.
A sanguine elf exile from the Vermilion Islands. Jet black eyes, ashen skin, body covered in raised scars like blooming roses. Her crossbow is a black-carapaced scorpion, bio-engineered in the shape of a weapon, from whose tail she milks the venom which coats her bolts. She is indentured to the demon Kalithraxas; he lives in her eyes and has an insatiable hunger for light. Kalithraxas robs Fel of her corporeality in darkness, a bane she learned to harness in the service of her work. She has less utter contempt for mankind than the typical sanguine elf, but relishes in their slaughter all the same.
They say he's a monster in the guise of a man. They say he killed his mother during childbirth, then killed the doctor and midwife too. He's the man you call when you have no other choice—but you'll never call, because he'll find you first. When you see him ride through town on his black horse, twin hand cannons crossed behind his back, you know trouble is soon to follow. He stops at nothing to catch his quarry and he has never failed.
My marble visage wrinkles with an Ozymandian sneer when I read the countless posts advocating the disposal of this rule or that procedure because they are, and I'm trying my best to be charitable, "not fun." Perhaps even "tedious." People who toss out exactness in favor of abstraction without a second thought.
To those who feel that counting grid squares and tracking resources and encounters separately represent some overwhelming cognitive task, and instead choose to handwave them with abstract movement and overloaded encounter dice: Do you complain a cast-iron pan lacks teflon? Do you curse that a fine linen shirt must be pressed? Do you bemoan that a Stradivarius need be tuned?
"No one really tracks rest turns," they convince themselves. "No one likes beancounting." As though a dice telling you whether a torch exhausts is more enlightened than writing a note six rows down your notepage. No, this proletarian note-taking is too much work. These people prefer plastic dice, probably because they're brightly colored and don't leave graphite on your fingers.
I have, for a long time now, been a lover of old school D&D. Every night I pray at my alter of B and X, Moldvay and Cook the red and blue onis who sit on my shoulders as I run. Before a session I arm myself with the Commentaries of St. Gavin, the OSE Rules Tome, which I have wrapped in black gaffers tape as a sign of reverence and because I dislike the front cover illustration. I know the BX rules with an intimacy of an old lover; the shine of novelty has long worn off, but in its place a deeper and more honest understanding blooms. The obtuse mechanics, the references to spells that don't exist, the example of play that violates the rules set out not a few pages earlier, the inconsistent and nebulous phrasing throughout—no longer are these issues off-putting but instead part of the indelible whole.
Of course, I am but a man. I too have made modifications to the game over the years to suit my preferences and those of my table. I borrow liberally from OD&D, the "truest" instantiation of the game, and AD&D, whose DMG demands talmudic study in exchange for great wisdom. I lift a house rule here and there and make my own when the need arises. I drink deeply from the well of collective wisdom fed by OSR-heads from across the ages. I've said elsewhere and I maintain that the slot encumbrance system in Carcass Crawler #2 is the closest to the platonic ideal of encumbrance systems I ever care to get.
But all that is done not because I wish the game be something it's not, but because I want it to be what it is more readily.
What differentiates a change that makes the game something it's not vs. one that keeps it what it is? What the game, the pastiche of old school D&D systems and derived games, "is" is different for everyone. But one thing that holds true is the game invites work.
A number of posts crossed my desk recently that praise rolling your sleeves up and embracing the work of GMing. Do legwork, chew your own damn food, eat the book, and while you're at it stop writing like a robot! These are all focused on different subjects and make different arguments but they trace the same idea: working through a task grants you better understanding and greater discovery than using shortcuts. Shortcuts have their place, but the work is often worth it.
I contend that rules which obviate tracking, be they usage dice, overloaded encounter rolls, abstract distance, freeform magic, and everything else that follows the same tack, are in same broad category of "shortcut design."
Now the point of critical nuance: Shortcuts, whether generators, bullet points, or simplified mechanics, are not by their nature bad, and crunchy text-heavy work-filled material is not by its nature good. These are value neutral tools the writer-designer-GM may draw upon to suit the dictates of taste and demands of the project.
But one must acknowledge what is lost with such shortcuts.
You are a GM for OSR/NSR/DIY D&D-style games. You are MASTER of the game. When you do the work and track the game state faithfully, you have every detail of the world at your disposal. Your creation exists in its own right, yet you know everything about it you need to. And when the rules are stretched and the limits of game-reality tested, you know exactly where best to let them yield. Because you are the Master.
When you shirk your responsibility for sake of ease, you become a subject of the system. The conveniences free you from the need to track, yes. But you are no longer master of the game world. It is obscured to you by a fog of uncertainty. When you need solid assurance of when and where things are, as inevitably you will, the game world will not tell you. You haven't been listening. You have only yourself, and so you must hand-wave, make-up, GM-fiat an answer. And in those moments the game world ceases to exist, and it's just you, making a decision in front of the players at the table. And if you decide something difficult the players will think you unfair and if you decide something easy they will think you are letting them off.
The same concept holds true for players.
Look to the Blorb Principles. Specifically the principle of Diegetical Mechanics. Specifically, this one part:
Not every genre is about meticulous inventory—you can run an office romantic drama without knowing exactly how many staplers are on every desk—but for situations when gear is important, it’s one of the few moments where what the player should be caring about matches with what the character should be caring about.
The same is true generally for diegetical mechanics. You get transported to the game world.
Replace gear with movement speed, torch duration, how many arrows you have in your quiver. All these things are useful to know because all these things are relevant to the game. When it's time to rest, your torch is sputtering, and you hear a wandering monster shambling down the hall, you know your character is in the shit because you are in the shit. And you know when you use your last arrow it's because you decided to, just like you decided to use each and every one before that. It was you who decided and not some dice.