Category Archives: RPG Corner

Lone Wolf: Avoidance

The masses have massively spoken, and the choice was to use our Kai Sixth Sense, resulting in:

Your Sixth Sense has warned you that some of the creatures that attacked the monastery are searching the two paths for any survivors of their raid, but you can avoid both tracks by making your way through the undergrowth of the woods.

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Referring back to our map, it looks like we're supposed to be heading generally southeast if we want to get to the capital to warn the king. And maybe get one of those big roasted turkey legs, those things are always delicious and it seems to be a staple of feasts of the nobility.

Then again, the enemy would know that too, so maybe the sneaky thing to do is to go off in a slightly different direction.

We report, you decide!

Lone Wolf Begins

After playing through quite a bit of the Fabled Lands "Fighting Fantasy" style choose-your-own-adventure module, I decided it was not a good choice for our collaborative effort.

So instead I special ordered a copy of the old "Lone Wolf" series of similar games, the very first in the cycle, called "Flight from the Dark", by Joe Dever and Gary Chalk. So break out your nightlights, check under the bed, and get ready to flee the night, my friends.

You are the sole survivor of a devastating attack on the monastery where you were learning the skills of the Kai Lords. You swear vengeance on the Darklords for the massacre of the Kai warriors, and with a sudden flash of insight you know what you must do. You must set off on a perilous journey to the capital city to warn the King of the terrible threat that faces his people. For you are now the last of the Kai -- you are now LONE WOLF.

Apparently when you graduate to being a Kai Lord you get to have your name appear in all caps. Which is quite the honor, believe me.

Using the random dice roller provided by Wizards of the Coast, I've randomly outfitted us for adventure. Our "Kai Disciplines" are Camouflage, Sixth Sense, Weaponskill: Spear, Mind Blast, and Animal Kinship. I suspect we were a rough-and-tumble frontier kid, trained as a poor but elite warrior with both weapons and psionics, a link between the gross material world of animals and men, and the more refined world of the mind.

Or something like that.

We've got an axe and a mace (apparently all that mental wizardry didn't lead us to picking up our chosen weapon of a spear, but whatever), a map of the general realm, a belt pouch with a whopping One gold crown (hence the poor part), and enough food for one meal. We're good with combat and somewhat hardy.

Here's "The Story So Far":

In the northern land of Sommerlund, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they are taught the skills and disciplines of their noble fathers.

The Kai monks are masters of their art, and the children in their charge love and respect them in spite of the hardships of their training. For one day when they have finally learnt the secret skills of the Kai, they will return to their homes equipped in mind and body to defend themselves against the constant threat of war from the Darklords of the west.

In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflcit was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called "Sommerswerd", the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.

Now it is in the morning of the feast of Fehmarn, when all of the Kai Lords are present at the monastery for the celebrations. Suddenly a great black cloud comes from out of the western skies. So many are the numbers of the black-winged beasts that fill the sky, that the sun is completely hidden. The Darklords, ancient enemy of the Sommlending, are attacking. War has begun.

On this fateful morning, you, Silent Wolf (the name given to you by the Kai) have been sent to collect firewood in the forest as a punishment for your inattention in class. As you are preparing to return, you see to your horror a vast clopud of black leathery creatures swoop down and engulf the monastery.

Dropping the wood, you race to the battle that has already begun. But in the unnatural dark, you stumble and strike your head on a low tree brnach. As you lose consciousness, the last thing that you see in the poor light are the walls of the monastery crashing to the ground.

Many hours pass before you awake. With tears in your eyes you now survey the scene of destruction. Raising your face to the clear sky, you swear vengeance on the Darklords for the massacre of the Kai warriors, and with a sudden flash of realization you know what you must do. You must set off on a perilous journey to the capital city to warn the King of the terrible threat that now faces his people. For you are now the last of the Kai -- you are now the Lone Wolf.

You must make haste for you sense it is not safe to linger by the smoking remains of the ruined monastery. The black-winged beasts could return at any moment. You must set out for the Sommerlund capital of Holmgard and tell the King the terrible news of the massacre: that the whole elite of Kai warriors, save yourself, have been slaughtered. Without the Kai Lords to lead her armies, Sommerlund will be at the mercy of their ancient enemy, the Darklords.

Fighting back tears, you bid farewell to your dead kinsmen. Silently, you promise that their deaths will be avenged. You turn away from the ruins and carefully descend the steep track.

At the foot of the hill, the path splits into two directions, both leading into a large wood.

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Can't wait to see which way you all want to go!

(All quoted words, concepts, and art ©1984 by Joe Dever and Gary Chalk. I highly encourage you to go out and buy a back copy of these books for yourself if you enjoy the samples you're getting!)

RPG Corner: Visuals

Since my buddy John and I have both done interior illustrations for various RPG modules (he even did the original cover for "Champions of the North"), I wanted to ask about what you do for visuals in your games. Obviously computer RPGs have their own graphics, but for good old fashioned pen-and-paper, how important is it for you to be able to visualize what's going on and who you're fighting? Does your GM give you printouts of images that enhance the mood?

When you're leafing through a game supplement in the store, how important are the illustrations to your buying decision? Or do you even care about them at all?

I ask particularly because HM was started in part to let GMs get Full Color Visuals to show their players, prompted largely by the ongoing campaigns John and I were in. Plus we got kind of tired of having to do all the drawing, which, if it wasn't our own adventure, ruined the surprise of the characters we'd encounter.

If you or your GM have used HeroMachine images in a campaign before, how were they used? Did they go over well?

Setting HeroMachine aside for the moment, what else does your GM do to help "set the mood" for the campaign? I know some will put on a custom mood-mix CD for audio effects. Others use miniatures and maps. I'd love to hear what works for you, what you like, what you hate, and if all that stuff matters at all or if it's more than enough just having the descriptions.

RPG Corner: Naming stuff

In light of the comments about the intrepid adventurer in the Fabled Lands, I was curious about how you go about naming things in your RPGs -- your character, NPCs if you're a GM, place names, mounts, spells, whatever, how do you go about choosing a name that sounds good and is genre appropriate without sounding totally lame?

Also, were there names you came up with that you have a real fondness for? Do you tend to use the same name in multiple RPGs?

Fabled Lands: Shipwrecked

The voting was super close, but by a slim margin the warrior Nakir Death-Angel has won out over Shen Dark-eyes the rogue as our intrepid committee-led adventurer in the Fabled Lands. If he should come to an untimely demise (which, from my limited testing, is a distinct possibility), we'll try again with Shen. For now, onward to adventure!

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The Clan HeroMachine Fabled Lands Quest

I'm going to try something a bit different, in the spirit of our "RPG Corner" experiences. Namely, we're all going to play an RPG together! Well, sort of.

Do you remember those "Choose Your Own Adventure" type books back in the day? That's what they were called in the US, in the UK I believe a similar series called "Fighting Fantasy" ruled the roost, developed partly by Steve Jackson right here in Austin, Texas (turns out there are two different Steve Jacksons in the gaming world, and I got the wrong one, thanks to commenter Tim for pointing out the error). The idea was that you would be given the setup of a classic adventure story, then you would choose what actions the main character would take. The story that unfolded varied based on your decisions.

The "Fighting Fantasy" games took that to the next level by introducing basic skill and characteristic attributes and dice rolls to further randomize the adventure.

It's the intersection of random and fun, which is right up our alley here at HeroMachine, so we're all going to go on one of these adventures together! We're going to be playing in the "Fabled Lands" world, which was a neat group of these sorts of adventures all in the same setting. I've chosen to start us out in Book Five, "The Court of the Hidden Faces", but from here on out all the decisions will be up to the group.

And our first decision is, who do we want to adventure as? Here are the choices:

  • Nakir Death-Angel (Warrior): Many a man who has mistaken your good looks and manners for foppishness has ended his life in a spreading pool of blood. Yet still you wish to perfect your skills so that no one can stand against you. You have heard that a general in the Court of Hidden Faces needs the services of a good warrior.
  • Lord Jadhak (Mage): Your home is in another time and place, and you only came to the Fabled Lands accidentally when, during an interdimensional excursion, the nexus pathways closed, leaving you stranded on this disgustingly primitive world. You have heard that the mages of Aku may have the knowledge to return you home.
  • Anathema Hex (Priest): Even as a child your were fascinated by the old tales of the Uttakin – how they swept north across the Violet Ocean, expelling the High King from his throne and laying waste to his country in the name of their faith. There's a race to admire! Your burning ambition is to visit Aku and study the methods of the Soulwatch.
  • Domisellus of Atticala (Troubadour): Inspired by a dream of the High King, who now sleeps beneath the frozen surface of the Rimewater, you took up your haversack and began a life of adventure and minstrelsy. You have not met many people who you could not sway with your deft wit and silver tongue. You have heard tell of songs sung in the haunted ruins of the High King's Seat.
  • Melmoth the Outcast (Wayfarer): You were cast out of your homeland for something that no civilized country would regard as a crime. Now you have dedicated yourself to roaming the world in search of a more tolerant people to settle among. Perhaps you will find an end to your quest in Uttaku?
  • Shen Darkeye (Rogue): Darkness has always attracted you more than harsh daylight. As a child you practised until your footstep was quieter than a spider's, your touch lighter than a moth's wing. No lock nor vault is proof against your skills. You have learned of the self-styled king of thieves, the Master of Shadows, in the slums of Aku. Perhaps he may present you with a challenge.

I've set the poll to allow multiple selections, so check all the ones you'd be most interested in playing along as. Each day or two I'll gather the results of the replies and input that action, posting a new poll with the new choices. Should be interesting! And if it's not, we'll summarily declare ourselves the winners, because that's how we roll.

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RPG Corner: Deathly shallows

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Welcome to RPG Corner, a place where you can share your knowledge and thoughts of the Role Playing Game world. Each week we will have a new topic to discuss, so feel free to talk it up, make suggestions, post images, and have a good time.

This week's topic is death, because what could be cheerier on the eve of a weekend?

Happy Halloween Grim Reaper Images

Basically I am curious as to how you view death in your RPGs, and experiences you might have had with different methods of dealing with it. In the early days of the hobby, death of the player characters was pretty much a given, with even Total Party Kills not being all that uncommon. You were basically running more fleshed-out chess pieces, and the idea that you'd spend months or years investing so heavily into one would have been somewhat foreign.

Of course that changed pretty quickly, and now I get the sense that when you create a character for an RPG, you're expecting him or her (or it) to last a long time. We do get invested in them, and having them "die" on us is pretty jarring. This is particularly true in super-hero RPGs, at least in the campaigns I was in -- supers just don't stay dead all that much. I've lost track at this point how many times Hal Jordan, for example, has gone to the great beyond and come back.

Fantasy RPGs like D&D made it even easier via resurrection and reincarnation spells. But treating death as nothing more than an inconvenience ("We have to drag Bob back to town AGAIN?!) tends to cheapen it. I still remember the death of Metixa, a first level magic user who bit the dust early on in The Evil DM's Play By E-Mail campaign (warning, some images on linked site are NSFW!):

Unfortunately the campaign itself failed a saving throw shortly thereafter and was canceled, but because Jeff's campaigns treat death as final, losing her really "meant" something, at least as far as the story was concerned.

So how have the various campaigns you've been a part of treated death? How did the rules or the GM's treatment of death affect your enjoyment as a player? And what approach do you prefer, if you have a choice?

RPG Corner: One if by land, two if by interdimensional portal broom

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Welcome to RPG Corner, a place where you can share your knowledge and thoughts of the Role Playing Game world. Each week we will have a new topic to discuss, so feel free to talk it up, make suggestions, post images, and have a good time.

This week's topic is getting around, and I don't mean what happens if you eat too many donuts.

A lot of travel in RPGs can come down to your GM waving his hand and declaring your characters are where they wanted to go. But it's a lot more fun when your mounts get brought into the picture. Whether your ride is a battle-trained pure Arabian stallion or a fusion-powered time-traveling DeLorean, transportation can be the key to fun.

So what's your favorite ride from any of your RPG exploits? How do you get around when you have the choice, whether by air or sea or ground? Have you ever had a vehicle or mount that was truly bizarre, memorable, or just flat-out fun?

Holy CRAP!!

rpgcornerheader
Welcome to RPG Corner, a place where you can share your knowledge and thoughts of the Role Playing Game world. Each week we will have a new topic to discuss, so feel free to talk it up, make suggestions, post images, and have a good time.

This week's topic is randomness and ignorance.

In a very interesting post, James Maliszewski of "Grognardia" talks about the referee of a live RPG as a player instead of an omniscient overlord:
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RPG Corner: Let's get magical

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Welcome to RPG Corner, a place where you can share your knowledge and thoughts of the Role Playing Game world. Each week we will have a new topic to discuss, so feel free to talk it up, make suggestions, post images, and have a good time.

This week's topic is magic and magic-users.

What are your favorite RPG magic-using classes, and why? Is there a specific magic-using character you've played in an RPG that you remember fondly?

What spells did you find the most surprisingly effective, or useful, or powerful, or just awesome?

What makes a good magic-user, and how do they fit into the parties you'd usually run?

I'm particularly keen to hear your stories of RPG magic as I hardly ever end up playing them. I'm not sure why, except it seems inherently more complicated to me. I mean, with your typical RPG warrior, the whole idea of "See enemy, hit enemy" is pretty easy to grasp and easily relatable to the real world. I guess I just find magic users intimidating.