Over at ye old B/X Blackrazor blog, there was mention of an April A-Z challenge.
I loved the Dungeon Alphabet so think I'll riff off that using the old Urban Fantasy/City Fantasy instead of Wilderness or Dungeon. Should be fun right? Right?
Monday, March 28, 2011
Afro Samurai Resurrection
Afro Samurai is a strange hybrid of different cultural elements. On one hand, it's the high energy Rap music wrapped up in Eastern Samurai warriors dressed like some weird combination of hip hop apocalypse survivors, which doesn't seem that far from what it actually is.
But what can you drag out of it for your own campaigns?
Actions have consequences is a theme I've mentioned before. In the original movie, Afro cuts a swathe of destruction through the land in his search for the #1 headband, worn by the man who killed his father. Friends, loves, and others all suffer under... almost indifference... to the need of his quest for revenge. Many of those people who die, have loved ones who aren't happy with those results. In this movie, they come back for some of their own revenge.
The Nemesis Effect is also in play here. Afro has proven himself fit against a robot duplicate of himself in past performance, and referenced here, but what is it that drives Afro? His father. So using the post-modern super science of the era, the villainess of this piece brings Afro's father back to life to act as his executioner.
It's not a one way street though. In order to challenge the #1, now Sio, Afro needs the #2 headband. The current owner of it is travelling with a child. This doesn't stop Afro mind you and much like the young heroine at the end of Kill Bill, Afro lets the child know that when he's ready for the fight, Afro will be there. This makes things cyclic. There are no real good guys here, just people obsessed with following their own agendas.
Some game systems build these types of innate activities into the player's through game mechanics. Games like Dungeons and Dragons use alignment as a broad guideline in allowing how players act. Hero and GURPS have psychological disadvantages with different strengths that show how the players may react to different scenarios.
Simple Plans Are the Best: This resurrection of Afro's father probably wasn't the best thing to do for several reasons. The first, is that Jinno and Sio had already proven their superiority to Afro in the initial conflict. To go further in the name of bring further pain to Afro, works against the act of killing Afro.
This is a common problem that many ego-maniacs have. When you are designing your head villains, how powerful do they think they are? How untouchable do they believe themselves to be? The more on the crazy scale they are, the more likely they are to make plans within plans within plans that can fall apart without that much required to happen. This desire to inflict more than pain and to inflict incarnate suffering leaves the hero too many opportunities to overcome.
The Control Effect: Like any good monster, Afro's father quickly falls out of control from Sio. What's worse, is that her brother, Jinno, is still Afro's friend underneath all of the cybernetics and takes this time to renew that friendship by trying to save Afro from his father. This of course leads to the resurrected father killing pretty much everyone that gets in his way leaving Afro a few moments to gather himself and claim victory.
It may seem that some of these things could only happen in such an anime but in my opinion, this could almost have been a Godzilla movie where the bad guys bring bad another giant monstrous enemy of Godzilla and lose control over it only to have it turn on them and be saved by Godzilla at the end. The common themes of arrogance, cyclical events, and things beyond our control, are common to story telling and can be used in many mediums.
Afro Samurai boasts some great action sequences and some interesting character designs. If you're looking for some high powered post-apocalyptic action, Afro Samurai Resurrection hits the spot.
Sunday, March 27, 2011
Black Blood Brothers
When I think about the origins of Appendix N, in the first Advanced Dungeon Master's Guide, I often wonder how things would have been different had it been done years later. Anime and manga really hadn't made it over big in America at that point yet, and while Appendix N didn't cover comics or movies for that matter, the idea of seeing some of the self spoofs like Slayer's on such a list makes me smile a bit.
Having said that, I used my good old Netflix account to watch Black Blood Brothers. It's a short, 12 ep, feature, each one being a half hour, that brings a few interesting characters together for some big battles and brings with it some things I'd crib for my own games.
For instance, one of the main characters, Jiro, has a few earned names of his own including the Silver Blade, named so after his sword, and the Kin Killer, named so because he had fought and killed a lot of other vampires. Many of the other characters, even those that don't get a lot of screen time, have their own long lists of alias and earned names. If you can provide the players some earned names, see if they stick.
This is something that was looked for in the book, The Heroes. The people of the north went out to war to earn their names like the Bloody Nine for example.
There's also the idea of the Kowloon children. In this series, you generally don't become a vampire unless you're given the blood. The Kowloon Children however, are highly contagious and just a bite will turn man or vampire into one of the Kowloon Children. It gives people reason to fight together when something no one else wants starts cropping up. In some ways, its similar to a zombie plague, another great disease based undead attack theme.
The thing I would try to avoid taking from the series though, is letting the NPCs NOT do their job. At the end of the series, the King of the East is cleansing the city left and right of the Kowloon Children. Another power player, an 800 year old pyro master, is burning them up with his fire eye. All of this and they let one of them get away because the main character, Jiro, was fighting her. If I was the King of the East or one of the others, it'd be bye bye Jiro as all of them would get the hand of god cleansing. Maybe I missed it why they couldn't specifically take care of those two individuals and had to have Jiro do it but it seemed a cop out to give Jiro a chance to shine and then allow his failure to actually happen.
Hulu has some of the series on now: http://www.hulu.com/black-blood-brothers and as I've already mentioned, Netflix has the whole run and apparently other venues are available to those who wish to watch it and judge for themselves.
Having said that, I used my good old Netflix account to watch Black Blood Brothers. It's a short, 12 ep, feature, each one being a half hour, that brings a few interesting characters together for some big battles and brings with it some things I'd crib for my own games.
For instance, one of the main characters, Jiro, has a few earned names of his own including the Silver Blade, named so after his sword, and the Kin Killer, named so because he had fought and killed a lot of other vampires. Many of the other characters, even those that don't get a lot of screen time, have their own long lists of alias and earned names. If you can provide the players some earned names, see if they stick.
This is something that was looked for in the book, The Heroes. The people of the north went out to war to earn their names like the Bloody Nine for example.
There's also the idea of the Kowloon children. In this series, you generally don't become a vampire unless you're given the blood. The Kowloon Children however, are highly contagious and just a bite will turn man or vampire into one of the Kowloon Children. It gives people reason to fight together when something no one else wants starts cropping up. In some ways, its similar to a zombie plague, another great disease based undead attack theme.
The thing I would try to avoid taking from the series though, is letting the NPCs NOT do their job. At the end of the series, the King of the East is cleansing the city left and right of the Kowloon Children. Another power player, an 800 year old pyro master, is burning them up with his fire eye. All of this and they let one of them get away because the main character, Jiro, was fighting her. If I was the King of the East or one of the others, it'd be bye bye Jiro as all of them would get the hand of god cleansing. Maybe I missed it why they couldn't specifically take care of those two individuals and had to have Jiro do it but it seemed a cop out to give Jiro a chance to shine and then allow his failure to actually happen.
Hulu has some of the series on now: http://www.hulu.com/black-blood-brothers and as I've already mentioned, Netflix has the whole run and apparently other venues are available to those who wish to watch it and judge for themselves.
Labels:
Anime,
Black Blood Brothers,
Earned Names,
Vampires
Thursday, March 24, 2011
Usagi Yojimbo: Demon Mask comments Part 2
Stan Sakai brings new characters and scenarios up in the later part of Demon Mak by using some of the old favorite methods of getting Usagi involved by showing up unannounced at the action. While on the road seeing if it's safe to move the sword Grasscutter, Usagi comes across a duel where one of the swordsmen is wearing a demon mask.
He soon becomes involved with in the mystery of demon mask. This includes learning that his reputation, from his work with Inspector Ishida, has passed around, at least to those who work in the same field, such as Inspector Kojo.
Stan lays down several clues through the adventure until Usagi finds the identity of Demon Mask.
The real charm of the story though, is in how Stan brings to life the minor characters that fill the story. This ranges from Assistant Inspector Nitta, a son of a disgraced samurai who hates ronin and perfects his sword skill against his assistants and in continual training.
It comes in through Kuroda, a sickly, elderly samurai who has his own motivations for hunting down Demon Mask. We discover that he is Nitta's father.
It comes through the assistants of Nitta who are eager to help but who aren't up to the levels Usagi is. Usagi manages to use his native charm to win them over. Buying them liquor doesn't hurt either.
While doing so, he continues to bring to life different parts of Japanese culture. This includes their fire brigade system implemented to fight fires which could quickly burn down a town, as well as the enjoyement of the game go, to the value of a samurai's sword, as being his soul.
The next story, Kumo, starts innocent enough. Usagi decides to take a short cut through a pass over the mountains. While doing so, spiders begin to swarm about. Not enough to be that unusual, but enough to be noticible.
Then there's the large lizard stuck in spider's webbing. Poor guy, looking for a snack, and then caught in the webbing. Still, at least the lizard doesnt' do as bad as the guy Usagi comes across that's stuck in the webbing and already dead eh?
Upon getting to the town, Usagi relays the information about the spiders as well as the dead man who turns out to be Ichiro, a villager missing for days. It is during this time of villager panic, that Usagi mets with Sasuke, a man who claims to be a ronin who introduces himself by what is part of his catch phrase, "You must have introduced yourself when you came over. Don't you remember?"
Instead of Usagi stumbling upon the adventure, this time it comes to him, While sleeping, giant spiders break into the tavern and steal the daughter of the innkeeper. Usagi, Sasuke, and a group of villagers go to bring the daughter back. Here Stan brings us some more words from Usagi's time including Obakemono or haunts as well as Maho, or sorcerery, which Sasuke apparently knows.
As they move on, a single attack by a giant spider, a 'watchdog', shows the difference between Usagi and the farmers. Usagi stays and helps Sasuke fight off the monster. The villagers? They run. In many ways, this showcases some of the standards of fantasy role playing. The characters are often cast as the heroes. Giving them the spotlight helps enforce that.
Usagi learns that Sasuke is fighting Kumo-Onna, the Spider Woman, and this his comrade is a demon queller. During the fight, Usagi learns that sword skill isn't necessarily as useful as magic when fighting the supernatural. After they complete their 'mission', Usagi notes that he hopes he never meets Sasuke again.
Usagi continues his travels and Stan continues to bring forth elements of a Japan populared by samurai, sorcerery, monsters, and the far more common, very human characters that populate it.
If looking for ideas on how to model NPC's like guards, one could do much worse then see how Stan does it in Demon Mask.
He soon becomes involved with in the mystery of demon mask. This includes learning that his reputation, from his work with Inspector Ishida, has passed around, at least to those who work in the same field, such as Inspector Kojo.
Stan lays down several clues through the adventure until Usagi finds the identity of Demon Mask.
The real charm of the story though, is in how Stan brings to life the minor characters that fill the story. This ranges from Assistant Inspector Nitta, a son of a disgraced samurai who hates ronin and perfects his sword skill against his assistants and in continual training.
It comes in through Kuroda, a sickly, elderly samurai who has his own motivations for hunting down Demon Mask. We discover that he is Nitta's father.
It comes through the assistants of Nitta who are eager to help but who aren't up to the levels Usagi is. Usagi manages to use his native charm to win them over. Buying them liquor doesn't hurt either.
While doing so, he continues to bring to life different parts of Japanese culture. This includes their fire brigade system implemented to fight fires which could quickly burn down a town, as well as the enjoyement of the game go, to the value of a samurai's sword, as being his soul.
The next story, Kumo, starts innocent enough. Usagi decides to take a short cut through a pass over the mountains. While doing so, spiders begin to swarm about. Not enough to be that unusual, but enough to be noticible.
Then there's the large lizard stuck in spider's webbing. Poor guy, looking for a snack, and then caught in the webbing. Still, at least the lizard doesnt' do as bad as the guy Usagi comes across that's stuck in the webbing and already dead eh?
Upon getting to the town, Usagi relays the information about the spiders as well as the dead man who turns out to be Ichiro, a villager missing for days. It is during this time of villager panic, that Usagi mets with Sasuke, a man who claims to be a ronin who introduces himself by what is part of his catch phrase, "You must have introduced yourself when you came over. Don't you remember?"
Instead of Usagi stumbling upon the adventure, this time it comes to him, While sleeping, giant spiders break into the tavern and steal the daughter of the innkeeper. Usagi, Sasuke, and a group of villagers go to bring the daughter back. Here Stan brings us some more words from Usagi's time including Obakemono or haunts as well as Maho, or sorcerery, which Sasuke apparently knows.
As they move on, a single attack by a giant spider, a 'watchdog', shows the difference between Usagi and the farmers. Usagi stays and helps Sasuke fight off the monster. The villagers? They run. In many ways, this showcases some of the standards of fantasy role playing. The characters are often cast as the heroes. Giving them the spotlight helps enforce that.
Usagi learns that Sasuke is fighting Kumo-Onna, the Spider Woman, and this his comrade is a demon queller. During the fight, Usagi learns that sword skill isn't necessarily as useful as magic when fighting the supernatural. After they complete their 'mission', Usagi notes that he hopes he never meets Sasuke again.
Usagi continues his travels and Stan continues to bring forth elements of a Japan populared by samurai, sorcerery, monsters, and the far more common, very human characters that populate it.
If looking for ideas on how to model NPC's like guards, one could do much worse then see how Stan does it in Demon Mask.
Thursday, March 17, 2011
Usagi Yojimbo Demon Mask: Book 14 by Stan Sakai
Stan Sakai continues to showcase his talents as a storyteller involved with the long term development of his main character, Usagi Yojimbo in volume 14.
Part of the methodology that he uses, is humor. Usagi gets into all sorts of situations, some of them quite dire, but Stan manages to often put a few smiles in there. His encounters at the Inn on Moon Shadow Hill involve deception, but not malice, and he turns a bet into an event for the other patrons of the Inn while pocketing some nice change. When the GM can encourage the characters to win without having to kill everything around them, it makes a nice change of pace. To do that though, the GM has to put characters IN such situations where they don't have to be bloodthirty barbarians.
Stan also doesn't shy away from the follies of youth nor the caste system that Usagi's world works in. When Usagi is assaulted by a teen claiming that he wants to become a samurai like Usagi, the samurai notes that peasants cannot become samurai warriors.
In another story, while taking shelter with a merchant family, the family notes that "To have one of the saurai class act on our behalf will ive our humble wars great prestige." The merchants aren't kissing up to Usagi, that's the way the world is, even as Usagi, whose now been on his warrior pilgrimage for a long time, does not necessarily see it so that way anymore.
The background of known characters continues to be expanded on even as events which are not directly tied into Usagi at the time, are fleshed out. For example, the Ninja leader Chizu and her first Kagemaru are involved with handling deserters and the two disagree, the latter taking action without the knowledge of the former.
In large organizations, especially those of the various nameless mooks that players may be struggling against, such as Zhent agents, Red Wizards, and good old bandit kingdoms, somewhere near the top, someone else wants what the person at the top has and with such individuals being of a generally less benign nature than the players, blood is often spilled to get it. If possible, let the players know of the various doings of different organizations as new blood comes and goes within it.
In other areas, Usagi's old teacher has another new student, this time it's Jotaro. Usagi's son follows in his birth father's footsteps without even realizing it and their eventual metting and adventurers have those seeds started long before the metting.
Note that some of this advice may be entirely useless depending on the length of the campaign. If you're running a convention one shot, you might be able to have the players take the roles of the outsiders to build some connections with them. You might be able to start at the very begining of the game with some background information. But usually, without longer term play, the depth of those relationships doesn't have time to grow.
Monday, March 14, 2011
The Wolf Age by James Enge
The third book featuring Morlock by James Enge, The Wolf Age is the best in the series so far. The cover is a powerful piece, featuring Morlock surrounded by werewolves with his magical sword and a flaming brand. I think the switch to darker colors for Morlock's clothing helps set the tone of the character better than the old red-blue on the previous covers.
I'll be discussing spoilers from the book below so if you wish to know no more, read no more.
"Sorry it's so heavy - can we change it for silver, somewhere?"
"Silver," said Hrutnefdhu faintly. "Are you still crazy?" pg. 144
"You should stay back. This hillside was a silver dump, I think. There may be some of the metal in these dust clouds." pg. 207
Morlock's capture by the werewolves has left him without funds and when he acquires some, in the form of copper, the fact that werewolves, indeed, a werewolf based society, would have absolutely no use for silver, comes to the forefront of things. When designing those alien societies and those monstrous societies, what standards would become the norm?
Would vampires outlaw the growing of garlic? Would they outlaw mirrors? Would they damn all streams and rivers to prevent running water?
On the other hand, such a scenario as the werewolves brings up a great opportunity for a heist style game. The werewolves don't want others to have the silver because its a weapon against them. Others, like the players, would want the silver because its worth money. The werewolves are allowing it to go to waste. In situations where silver may be slowly accumulating in a werewolf community, it probably all winds up in one spot. What happens if the players know of that spot? Ocean's fourteen?
Morlock's casual assumption that he would fight alongside Rokhlenu when the time came eased the werewolf's mind. pg. 172
Today your blood was shed for me and for these others. I will pay for that blood with the blood of your enemies. Blood for blood: that is the only law I know. Pg. 190
Rokhlenu, I will have blood for my friend's blood.
Is this what Hrutnefdhu would want?
I don't know. It doesn't matter, anyway. I am myself, not him. pg 330
This comes up several times. Morlock is the type of individual who when he befriends someone truly does so. His motives are that they are now his chosen family and blood is thicker than water. It makes him a great ally to have and a terrible enemy to betray.
In many ways, if the players can work out this type of alliance among themselves, it will help insure smoother game play while at the same time removing some of the potential fun game play of that nature involves itself with. The important thing though, is that everyone is on the same page. If you're bringing a new player into the game and he's unaware of the political alliances and ramifications the group has within its own dynamic and he assumes everyone is buddy buddy right from the get go, unless he is deliberately playing a naive character, the inevitable treachery such games encourage will not be seen as a good thing.
It's okay to have backstabbing and villains and morally gray ground in the campaign as long as everyone knows what the game is about. Rare are those who will week after week crawl into dark places to steal treasures of the ancients with people they can't trust at their back.
"Archers!' he thundered with what was nearly his last breath. "Sardhluun boat outside the fence! Kill all but the steersman. He's one of ours."
It was sheer bluff. pg. 180
In 3rd and 4th edition of D&D, skills came into their own a bit more than in previous editions where secondary skills and non-weapon proficiencies were the standard. Bluffing your enemies can be a skill check in the later editions and if the GM feels that the situation and role playing attempt deserves it, reward those actions in older editions. For those GMs of older systems, if you want to encourage this type of role playing effort, make sure that it works occasionally. Players will pick up their cues from what the NPCs do, how other NPCs react, what they do, and how the situation changes accordingly.
If they keep trying to use skills like bluff, intimidation and information gathering with little or no results, they'll stop doing it.
"I hate this place," she whispered, when they were fairly out of earshot. "I hate the stinking dirty water and the bugs in summer and the rickety lair towers and the mud and the wobbly boardwalks. But it is mine. It is mine. They gave it to me, after my last husband died; they made me First Wolf for life. I won't let anyone take it from me. You can go if you want." pg. 185
Possession and ownership of a thing provides responsibilities and loyalty to that thing, even if initially it wasn't something that was wanted. Give the players a run down keep that has to deal with raiders who used to use it in the winter, with orcs who used to stomp past it in the summer, and with politicians who seek to reclaim it once the players have put the hard work in or restoring it and see what the player reaction is.
"You don't want that swill," said Rokhlenu. "try this!" He cracked open the jar, poured a stream of purplish red wine into the bowl, and proudly handed it to Morlock. pg. 242
Character flaws are a great thing for a game master to use to further complicate the lives of players. Morlock, in addition to having a fiery blood, in addition to being a great swords master, in addition to having magic unlike most, in addition to have weapons of glass capable of cutting through armor, is a drunk. He didn't mention the drunk part to his friend, only that he had a preference for wine. So when its presented as a gift at a wedding, Morlock starts down the long downward spiral again.
Morlock opened his right hand and shrugged pg. 244
I know that seems like a weird thing to throw into the mix, but in terms of characters, both PC and NPC, having characters who not only have distinctive looks, like Morlock does, and distinctive catch phrases like Morlock does, goes even further when they have distinctive physical movements like Morlock does. This can be something done at that table.
In one game I ran, one of the players was a half-orc monk. Prior to every combat, the player would physically stand up and crack his knuckles loudly and smile. He didn't do that with his other characters and so it became something that character was known for.
He turned back and tried to find Iacomes' shop, but he lost his way in the twisting streets and finally had to give up.... "The streets shift. They say nothing is ever in the same place twice. All sorts of weird entities come and go." pg. 268
Towns and cities and forts should have their own distinctive ticks and tricks about them. The little things can make even the most boring village come to life.
"If he does, I'll buy him enough wine to stay drunk every day of his life, even if he lives to be a hundred." pg. 295
Morlock has not hidden his age, being hundreds of years old, but few believe him. In the old Kane novels by Karl Edgar Wagner, the same was often true. There may be rumors or hints of greater age and power behind the hero, in this cane Morlock and Kane, but the belief factor is low. This should make people underestimate them. Of course other ancient entities like outer planar creatures, ancient undead, and other near immortals won't make that mistake, but the standard folks in the setting? Why would they be expecting the middle aged man to actually be a powerful wizard?
There was a silence, and Wuinlendhono said with amusement, "Are you proposing that we eat fish?" pg. 216
When looking at different cultures, especially monstrous ones, what is the standard? For werewolves, apparently fist aren't even considered part of the menu despite the ease of access. This may be a cultural bias that has something to do with events in the far past. For example, several religions forbid the eating of Pork products. Ah, delicious pork products he said eating his ham steak and eggs..
Someone had crept into the den while Morlock was drunk, killed his friend, decapitated him, and escaped - not just unharmed but unchallenged. pg. 327
Morlock is far more dangerous than Hrutnefdhu so why would an assassin come in the middle of the night, kill Morlock's friend and make off with it?
What would happen to the book if indeed Morlock was killed? What would happen if the GM threw a skilled assassin that made all his rolls and killed all the party members through a combination of poison and stealth? The current game would end.
While that may be a fitting end, providing punishment to the heroes, in this case Morlock's friend's death, is more of a reminder of what can happen when vigilance isn't used. In a game, perhaps the players lose something of value? Perhaps one of their friends suffers retaliation for something the players did? Failure does not have to equal death unless the Game Master is set on having the players roll up new characters and to be frank, he could waste a lot less time by simply telling the players to roll up new characters.
Brum silently prayed to his gods in the dark, the Strange Gods. It was the Coranians who had first spread their worship through the north. Brum's people in the old time had persecuted and tortured and robbed and murdered the Coranian prophets. But the Coranians worked certain miracles that impressed the people deeply and led them to believe in the Strange Gods, even as they continued to rob and murder Coranians. pg. 344
So where do the religions in your world originate? In a setting like the Forgotten Realms, there are home grown deities, deities that arose from the ranks of modern man, deities from other setting, etc... Deities that are new to the setting should have a path that others can trace if they choose to. Such information might come in handy.
The manifestation of Death became disorganized and ceased to represent an individual identity.
Even in long ages, Death cannot die. Death continued to stand at the end of every road, the darkness framing the light of everything that lived until it lived no longer.
But Death who had been one of the strange Gods who had once been a woman, who had walked arm in arm with her sister Justice on the western edge of the world and talked of the way things were and the way things should be, that Death was gone.
In this limited sense, Death was dead. pg .447
In speaking of the gods a little more, what do the gods actually do in terms of the organization of the setting. In the 4e printed adventure path, Orcus seeks to take over for the Raven Queen. She is the god of death. Orcus the god of Undeath, well, demon prince of it at any rate. Does fighting the gods have unnatural effects on the setting?
Neil's the Sandman did a great job of illustrating some of the weird things that can happen when an aspect itself suffers as happened during the initial launch of the series where the Sandman, the master of dreams, is captured.
As the players continue to rise in level and the unthinkable becomes thinkable, in ever edition (yeah, Odin's tough but those 400 hit points in 1st ed ain't an infinite amount), think about what happens when the gods die.
The Wolf Age by James Enge is well worth a look to see how a standard adventurer may act in a supernatural setting where the werewolves aren't masters of horror, but just another civilization with its own ups and downs where the gods are interfering.
Labels:
Campaign Settings,
Character Design,
Gods,
James Enge,
NPC,
The Wolf Age
Saturday, March 12, 2011
This Crooked Way by James Enge
Since I already own the first three books by James Enge that feature his character Morlock, I figure I'd delve right into the next one; This Crooked Way.
Unlike the first book, this one isn't told from a single viewpoint by a single character. We get several first personal views of what Morlock is like, as wel las numerous interludes and a few of the standard third person chapters. Overall it works but doesn't work as well as I've seen in other places including Usagi Yojimbo.
Below I'll be pulling some quotes out of the book and there will probably be spoilers. Read no further if you'd care to avoid that sort of thing.
"My name is Vost. I was Lord Urdhven's right-hand man. His cloest friend. You killed him. Destroyed him. And now you come here." pg. 17
When players are fighting the good fight, their foes may be more than just the ones that are immediately in front of them. In a military based battle, there are numerous chains of command and if the players are focused on one level, the highest level, those below the military commanders the players slay, could one day seek vengance.
"They called it the winterwood. The trees stood on high rocky ground; it was cold there, even in summer. the trees there, of a kind that grew nowhere else, flowered in fall and faded in spring. They resembled dark oaks, except their leaves were a dim blue and their bark had a bluish cast." pg .54
Providing the local forest with some unique color goes a long way in establishing the players need to pay attention to things going on around them. Providing unique elements to the campaign severs to provide some unique game play options to the setting. The standard of classic fantasy are that way for a reason, but that very ample soil leaves plenty of room for customization.
"Yet you wander from place to place... like some kind of magical tinker, when you might command fear and respect the way a general commands an army."
Morlock shrugged irritably. "Why?" pg. 71
One of the things that's interesting about Morlock is that his ability as a maker allows him to manufacture a wide vareity of devices. If he so choose, he could set up shop in a major city and become a world reknown power. But those things doen't interest him. He's an adventurer you see.
When you have players who are interested in the actual adventuring process, of going forward for the experience itself as opposed to the gold and glory, you're able to throw a little more into the campaign. Gold and glory are great motivators in and of themselves and can be useful carrot and stick approaches, but when the players want to adventure on their own in the first place, this makes the GM's job easier.
"That's the one law the Riders carry with them through the lawless hours: bring the bodies out. For every body left in the woods after dark became the subject and sustenance of our enemy, the Boneless One, the Whisperer in the woods." pg 109
When possible, think about the long term effects of the magical and other unnatural elements of the campaign. For example, if there are undead in the campaign, either zombies or skeletons, those that can be crafted from the dead, or ghouls or those that feast on the dead, why are there corpses?
"The crowd's horror burst into panic. I wasn't the first person to rush for the door, but i wasn't thel ast one either." pg. 131
This one is a simple one. Not everyone in the setting is hard core ready to fight to the death and ready to kill for whoever tells them to. When things from beyond creep into the game, try to recall that the players are a step above most of those they encounter and that whats normal for them, may seem especially strange to the 'normal' people in the setting.
"A shape flew between Besk and me- a darkly luminous green bird whose form would not quite come into focus as if it were wrapped in a dark mist. It flew around Besk's head three times. With the first pass his eyes closed; with the second his head slumped; after the thrid he fell to the ground. The green bird flew back to where it came from: the door of the smith. Morlock, standing there, caught it in a glass bottle and closed the bottle with a stopper.
"What is that?" I asked.
"Sleep," Morlock said. Pg. 138
One of the things I like about 4th ed is that it's all about 'reskinning'. Its all about providing your own flavor and your own description to abilities. I've seen this done in the past as well where Dragon articles would encourage you to customize your character by describing special effects that your spells had about them. For example, elves using magic missles that were living wood or frost mages using frost missles. The problem happens when players try to take the extra step and throw in some other abilities that the core ability they're reskinning doesn't have. Allow description to run free but don't allow it to provide additional game mechanics unless you're doing some stunting like found in Exalted.
Morlock shook his head. "You go on," he said. "I have to find Tyrfing." pg. 153
A character with a unique signature weapon isn't going to leave it behind unless he absolutely has to. On the other hand, as Morlock revoers his weapon less than a page latter, he shouldn't have too do that too often. It's an abuse of the character concept and if the GM is dead set against that type of character with that type of weapon, he shouldn't allow it in the first place.
There are few thing more angry than a player told he can use X, Y, and Z and watching as X, Y, and Z are nerfed to whatever the GM prefers. Take the high road and just disallow it in the first place.
"May I offer you something, my boy? A glass of wine, or perhaps something stronger?" pg. 288
One of the thigns I haven't really touched on is that Morlock is the son of Merlin. And they're not really on good friendly terms with his father trying to kill him and all. Family can provide many a useful plot hook to the campaign and is of far greater use to the GM than some loner with no family and a mysterious past.
In this case though, the father is pushing the envelope by offering Morlock wine. One thing I may not have mentioned is that Morlock is an alcoholic. While it doesn't feature prominently in this book and didn't overall effect the previous book in the series, it's part of Morlock's character. Unless you're using a point system that has the characters roll to resist vices or be rewarded for falling into them, in games like Dungeons and Dragons and Rolemaster, this should be trapping or surface flavor.
"Morlock walled away quickly. He had the feeling that Trannon was intent on doing something that would wreck everything Morlock had done." pg. 352
One of the things about the real world is that you can't save everyone. Some people don't want to be saved. Depending on how the GM introduces such concepts to the game, this could involve alcohol like Morlock himself, drug use, or enuii. People may struggle to overcome their base instincts but cannot do so. In some instances, if the players are heroes higher than Morlock whose involvement is almost more of an honor thing, such as good friends of such a character down in the dark, they may be able to acheive a true intervention. But as Hollywood celeberties prove time and time again, having all the money, wealth, and adoration of millions might not be enough and the dark roads may be calling.
This Crooked Way continues the adventurers of Morlock with James Enge providing some solid humor and a stoic character that is at once heroic and self contained. His unique weapon and James take on the magic of that setting provide solid twist and turns along with a unique bestiary.
Those looking for fantasy entertainment that's not too high strung and isn't thousands of pages long with dozens of carefully created NPCs will enjoy it.
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