Tibetan Dance of Protection? Piece of Cake!

I got to play InSpectres a couple of days ago from the time of this post. I slipped easily into the character of narcissistic muscleman and division CEO Floyd “Flex” Armstrong. Character generation is a breeze. You assign 9d6 among four ability scores, write a description, and come up with a talent. Flex’s talent was his impeccable sense of timing on the dance floor. His description emphasized his good looks and his background as a scholarship athlete who blew his knee out. During gameplay, a player may choose to enter the Confessional in order to change the story, to include modifying another player’s character by adding a characteristic to that character. My son Christopher confessed that his character knew Flex was not a college athlete but instead had been a dance major with a specialization in kabuki. Players earn extra experience for the group by roleplaying characteristics. So, I took one for the team and performed a Tibetan dance of protection to defend other characters against the supernatural.

Witness my too sweet dance moves:

April 28th, 2013  in RPG No Comments »

X Is for “Xenomorphs Ate My Father!”

A large number of character customization options attracts many players to the d20 System and its variants, such as Pathfinder. All of the feats, traits, and alternative class and race features make it seem as if players are wide-eyed kids clutching hands full of dollars in some gonzo candy store.

Compared to everything available to d20 System characters, the classes in an Old School Roleplaying game, such as Swords & Wizardry, might seem spartan and uninspiring. Consider the fighter class in Pathfinder. It offers the player 10 class skills, three class-specific features that improve with level, and 11 bonus combat feats over 20 levels. In contrast, the Stars Without Number warrior has one class feature that doesn’t change or improve, and a smaller, more variable list of skills. The Swords & Wizardry fighter has three class-specific features and no class skills at all.

This apparent paucity can create a bit of shock for players not used to the Old School’s desire to not have a rule for everything, to avoid creating the impression that the game is about what’s on the character’s sheet moreso than it’s about what’s in the player’s mind. (That doesn’t mean, however, that the d20 System discourages imaginative play. It doesn’t. It also doesn’t mean that Old School gamers are more imaginative. They aren’t.)

I grew up as a gamer on Old School games back when the Old School was the only school. Back in the day, we frequently customized our characters with special abilities, quirks, et cetera. For example, my longest running 1E character had the ability to talk with wolves. He couldn’t control them or summon them. He just spoke Wolf. Why? Because it was cool.

I want to give my players some Old School customization options, and I also want to increase the players’ narrative control over the game. So, I’m dusting off my treatment of a story-telling RPG idea.

Write a Statement

It might seem like there’s not much variety among Stars Without Number characters. One warrior seems pretty much like every other warrior. Oh, sure, ability score modifers will be a little different and background packages adjust skills, but warriors end up on paper looking a lot like each other. Thus: Enter statements.

Statements are a tool for making a character unique. A statement is a short description about a character. Statements define a character’s special strengths, beliefs, and talents. During gameplay, a hero’s statements may provide a bonus to certain rolls. At 1st level, every character has two statements.

What Makes a Good Statement

The best statements are written as simple sentences or short phrases focused on some sort of action, belief, or quality important to a character. A statement should strike a balance between too narrow and too broad, even if these parameters are hard to define. If a statement is too narrow, it will seldom (if ever) affect a character’s success. If it is too broad, the statement turns into a blanket bonus to pretty much everything.

In general, statements fall into three categories: physical, mental, and social. Due to the nature of statements, however, there is some overlap. When writing a statement, focus on one of the three categories to start with. Here are some examples:

Physical: Trained by the Space Marines. Healthy as a horse. Swimming is the best way to travel.
Mental: Stubborn as a mule. Secrets deserve to be revealed. Logic always finds a way.
Social: A silver tongue opens many doors. Daughter of an aristocrat. Child of the streets.

Example – Writing a Statement: Christopher is making up an expert. He thinks about his character. What is he like? Does he have any special talent, noteworthy strength, or important belief? Christopher decides his character suffered a horrible tragedy that changed his life. He writes a statement about this tragedy: “Xenomorphs ate my father!”

During gameplay, Christopher watches for times when his character’s statement would affect his hero’s actions. During those times, Christopher can narrate how the statement affects his character. If he does so in a way that makes sense within the game’s story, then Christopher’s charactergets a die-roll bonus.

How Statements Work

During the game, the player should be on the look out for situations in which his character’s statements can affect gameplay. When such a situation arises, he narrates his character’s actions appropriately. If he narrates appropriately, his character enjoys a +1 bonus to a single roll.

In general, statements are meant to be widely applicable and flexible enough to let players be creative. Keep this in mind when narrating actions: The die roll determines success or failure. The narration earns a bonus, but not automatic success. Thus, narration must be modest enough to account for the possibility of failure.

Example – Narrating a Statement: Let’s look at two different ways the statement “Xenomorphs ate my father!” can affect gameplay. First, in combat: “Chuck swings the flamethrower toward the monster, remembering all of those nightmare-haunted days he studied xenomorph biology and habits.” This is worth a +1 bonus on an attack roll to simulate Chuck’s intimate knowledge of xenomorphs. Next, in a social situation in a xenomorph-ravaged facility: “Chuck gently takes the kid’s hands in his own and looks into her eyes. He says, ‘I dunno how you managed to stay alive, but you’re one brave kid, and you’re safe now. I will never leave you. That’s a promise.” This is worth a +1 bonus on a Persuade skill check to calm the kid down.

April 27th, 2013  in RPG 1 Comment »

W Is for “White Lightning” & Farewell

George Jones is dead.

Yes, I know, this has nothing to do with gaming, but George Jones is dead. There are few people who could ever qualify as living legends, and George Jones was one of them.

Requiescat in pace, No Show.

Russell D. Moore, President-elect of the Southern Baptist Ethics & Religious Liberty Commission, wrote an insightful eulogy for George Jones. Here’s the link: George Jones: Troubadour of the Christ-Haunted Bible Belt.

Video of George Jones performing “White Lightning”:

And, of course, the greatest country song of all time:

April 26th, 2013  in RPG No Comments »

V Is for the Vengeance of the Puk-Wud-Jies

As I’ve mentioned before, I’m finally getting to teach Henry Wadsworth Longfellow’s The Song of Hiawatha to my 5th graders. We’re having loads of fun reading and studying this great story, which is also chock full of inspiration for gaming. Here’s my second The Song of Hiawatha monster. (Here’s the first.)

Puk-Wud-Jie
Hit Dice: 1d6 hit points
Armor Class: 4 [15]
Attacks: spear (1d4) or 2 darts (1d3)
Saving Throw: 18 (14 against effects that can be dodged)
Special: Invisible when moving, surprise opponents on 1-5
Move: 18
Alignment: Neutrality
Challenge Level/XP: 2/30

The Puk-Wud-Jies live in unspoilt forests, dwelling in small and well-hidden communities. These fey people stand slightly shorter than the average halfling, and they are lithe and long of limb. Despite their diminutive size, Puk-Wud-Jies move with great speed and agility. Any round that a Puk-Wud-Jie moves at least 30 feet, it becomes invisible until the start of its next turn. Between this ability and their stealth, Puk-Wud-Jies almost always surprise foes (1-5 on 1d6).

Those who would despoil nature had best tread carefully in Puk-Wud-Jie territory. The Puk-Wud-Jies stalk hunters and others trespassers, monitoring their behavior carefully. Bands of Puk-Wud-Jies harrass and/or attack those who do not show proper respect for the natural world and the treasures she provides.

Puk-Wud-Jies speak the fey language and the secret tongue of true neutral Druids.

April 25th, 2013  in RPG No Comments »

U Is for Understanding Yesterday’s Post

The heroes — a warrior, two experts, and a psychic — have touched down near what could be an abandoned Pretech site in a quarantine zone on Garris IV. After securing the LZ, they gear up and head into the bush. A few klicks into the hike, they’re ambushed by half dozen Pretech cultists intent on protecting the site against intruders.

Pretech Cultists: AC 7; HD 1 (4 hp); Damage 1d8+1; Save 15+; Morale 8.

GM: The rain forest presses in close around you. Strange birds sing unseen in the canopy, and insects chitter and buzz. There are literally dozens of places within sight that could conceal something as large as, say, a man. What do you do?

Wes: I keep a keen eye out for trouble.

Everyone Else: Us too!

GM: Perception checks, please.

(Dice roll. The players compare their totals to the skill check parameters. Terry, the warrior, gets an 11. Wes and Christopher, the experts, score in the 7-9 range. Eric, the psychic, blows the check entirely.)

GM: Ebenezer spots tell-tale movement in the brush. You’re heading into an ambush! Ebenezer can act normally. Rob and Chuck can move, but won’t be able to get their weapons in play yet. Kurt is caught completely off-guard as a half-dozen rough-looking men spring into view, their magpistols slinging bullets. What do you do, Ebenezer?

Terry: I dive for cover while returning fire.

GM: That sounds like you need to make an Evasion saving throw to avoid the incoming fire as well as a Volley.

Terry: Can I use Strength for Evasion? My character could crash through a thick clump of vegetation to get cover.

GM: Sure.

Terry: Excellent. (Terry rolls and adds.) That’s 21 total. I make the save. Now I return fire.

GM: The enemies are Armor Class 7.

(Terry rolls again.)

Terry: Oh poo! I got a 17. I choose to use extra ammo.

GM: Ebenezer bulldozes his way through a clump of vegetation. Bullets whiz by him and smack into the trees around him, but Ebenezer isn’t hit. As he dives, he returns fire. Roll damage. (Terry does, and seriously wounds a cultist.) The cultist staggers back, dropping out of sight behind cover, screaming for a medic.

Eric: Kurt is caught completely off-guard. Bullets are about to riddle his body.

Christopher: Hold on, hold on. Chuck lunges and pushes Kurt out of harm’s way. Can’t have our biopsychic getting shot up.

GM: Okay, Christopher. Give me a Defend check.

(Christopher rolls and gets a 14.)

Christopher: I choose to redirect the attack into me.

GM: (rolls damage dice) You take 7 points of damage, less your armor’s protection. Kurt is shoved out of harm’s way.

(Christopher marks off 3 hit points and notes his armor has taken 4 points of damage.)

Wes: I dive for cover also. My Evasion save is great. (He rolls and adds.) Oh, phooey! I got a 10!

GM: Rob tries to dive for cover, but is too slow. He gets caught in the hail of bullets. (GM rolls damage.) Wow, take 10 points of damage. Eric, you’ve recovered enough to act now. What does Kurt do?

Et cetera, et cetera.

April 24th, 2013  in RPG 1 Comment »