Feature
Character advancement the hard way
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Back in the day, when we still played games like Warhammer Fantasy Roleplay 1st Edition, character advancement was more than just picking new skills and talents, or improving the stats. Often the characters had to undertake long travels to get to an appropriate trainer that could help the character to get into a new career. Usually these trips where quests in their own right, which were pursued besides the actual adventure.
Some RPGs still list an appropriate trainer under the requirements needed to be fulfilled before a new ability can be picked up, but – when I am not totally mistaken – most don’t. I guess this is just one of the things that have been streamlined away over the years. And this is not necessarily a bad thing, since the method I mentioned can easily lead to frustration on part of the players.
An inexperienced GM might not allow characters to get access to certain abilities or there’s just no way the characters can go on a side trip to purchase new skills. But in a lot of RPGs acquiring new abilities and improving existing ones is one of the main incentives for players.
On the other hand, when done right, making character advancement quests in their own right can be a very powerful tool at the GMs disposal. During a journey to that old wizard who supposedly can teach the spell-casters of the party a few new tricks, the GM can easily introduce new lands or NPCs to the campaign, let the players face some new challenges or drop some hints that may later help them with the “main quest” at hand. These side trips are perfect opportunities for role-play or can be employed when not all players could make it or the GM is not fully prepared.
In addition to that players get more attached to their characters when they had to make an effort to get their abilities. Its the same as with treasure. The sword found in the hoard of an evil dragon the party has slain is much more memorable than the one found in a random barrel somewhere.
Forcing player characters to actually “work” for their advancement might be an old-school concept but it can be a powerful tool for GMs and help players to immerse into the game. If you haven’t tried this technique I wholeheartedly recommend it.
Kobold adoptions going on right now! Free Kobold Quarterly #11…
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Kobolds! Some of those little humanoids, that went from being the pesky scaled doglike bane of 1st level PCs to dragon blooded opponents of the modern adventurer, so renowned that they have a publication named after them, need a home! The wonderful people at Open Game Design are putting issue #11 of Kobold Quarterly up for adoption; will you find a home for it?
Ok, enough with the melodrama, let’s get to the good part. Just like last year, you can download a free copy of Kobold Quarterly as a PDF, specifically issue #11, until February 9th. Michael has reviewed issues before, and I recently reviewed issue #16. This issue from the fall of 2009 is up to par with their usual quality, excellent layout, a great diversity of articles, and a format reminiscent of the bygone magazines of old. If you are a fan of D&D 4th edition there is a good spread of articles for you here covering insanity, wishes, and paragon paths for monstrous creatures. For D&D 3.5 fans, and I know there are many of you out there, you’ll find some gems like an alternate dwarf, playing were-creatures, and (my favorite article in the issue), the Ecology of the Vampire. There is little material for Pathfinder as this was back when the game was still coming out, but most of the material for D&D 3.5 are perfectly usable for Pathfinder fans.
What they DO have for Pathfinder is the spell-less Ranger. This seems to be something fans always want, a ranger that casts no spells, like a certain ranger from a popular fantasy series… This was the selling point for me and the reason I got this issue on the first place when it came out. This has been part of the available classes for my Pathfinder game ever since I decided to switch my homebrew to that system. Besides what I just mentioned there are advice columns from some of the biggest names in game design, book reviews, and a city write up, with accompanying map.
If you are unsure whether to buy Kobold Quarterly, here is your chance to try it out for free. Download it, read it, I bet you’ll like it. Navigate your way to the KQ Store and use the coupon code KQ11Gift to download it. Once you read it, be sure to come back and let me know what you think. I’d like to know if my opinion matches those of our readers.
PS – I went through a few possible titles for this post before finally writing it down. The one that actually became the title and the caption accompanying the post are just two of them. Some of the other titles were:
Have Kobold, will download!
The good, the digital and the Kobold…
Wrestling History in the making… Kobold Mania #11
Kobold Evolution…
From the Kobold’s Lair
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Recently I have posted about Open Design’s latest patronage project: Midgard! And while pondering if I should become patron myself, the plan to do an interview with the three designers formed in my head. Alas Brandon Hodge and Jeff Grubb couldn’t make it because of some difficult deadlines, but Wolfgang Baur made some time for answering a few questions for us. Thanks again, Wolfgang! I also want to send my best regards to Jeff and Brandon – rest assured you won’t escape me next time!
Without further ado, here are the questions and answers:
Stargazer’s World:
Thanks again for answering a couple of questions for us. Although I think most of our readers already know you and some of your products, but perhaps you could start by telling a bit about yourself. What do you do when you don’t design worlds? How long have you been working in the RPG industry?
Wolfgang Baur:
I spend my RPG time working at a game company on video games. I worked full-time in the RPG industry from 1991 to 1998; since then, I’ve been a freelancer and a publisher.
Ask The Readers: Fighting Gamer ADD
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Currently I am having a bad case of gamer ADD again. I start a gaming project, scrap it, think about running a game using system A, then I switch to system B while returning to the first project, scrap it again…
For some reason I can’t just focus on one campaign and one system. Dozens of ideas are floating around in my head and every time I think I am on to something I want to pursue further, I get distracted by something new and shiny!
Of course it’s not always that bad. Sometimes I can be very focused, working concentrated on one single project only. That’s why I am currently so glad that I can play again. A friend of mine is running Deathwatch for us, so that I don’t have to worry to get something done for next week’s game.
If you have been following my blog for the last years now, you’ll have noticed that it’s full of unfinished ideas and announced but never finished projects. I am now asking myself if this is a common problem of GMs, wannabe game designers and bloggers? Or is it just me. And what have others done to cope with that issue?
Resolute, Adventurer & Genius has been released!
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Blue Hex and Stargazer Games are proud to announce the release of Resolute, Adventurer & Genius, a roleplaying game of pulp action and adventure written by Andrew Modro and Jason Cabral, with visual design and layout by Michael Wolf.
RAG uses the Wyrm System, popularized in Michael Wolf’s Warrior, Rogue & Mage, a lightweight engine that bases character attributes on archetypes of the genre. The system has been adapted, with tweaks to combat and expansion of the Talent mechanic to present a range of powers and abilities that set characters apart from normal people.
The document includes character creation, resolution and combat and a range of skills and powers that can provide for a full game experience, but are also easily expanded. Like WR&M, RAG is a free game released under a Creative Commons license. It is available for download at DriveThruRPG as a 36-page PDF.
Bridging the Gap
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There is a lot of animosity between the old-school and new-school gaming groups. A lot of this I think is unnecessary. I mentioned briefly in my introduction that I am more of an old-school gamer. This isn’t entirely true. While I do enjoy the older games much more than the newer ones. There is a lot to be learned from any game.
I think that the fact that I mentioned my preferred game system was Castles & Crusades was hint to this line of thinking. It does use some things from the d20 era along with somethings from the older versions. I like this because I can use pretty much any material printed with very little conversion. Older or newer it doesn’t matter.
What I would like to talk about is how to take this one step further. Let us take a more modern game and see what we can mine from it to use in an old-school game or any game for that matter.
Today I want to talk about the FATE system and what I took from it. Ever since I read the old FATE 2e book a couple of years ago the idea of fate points stuck in my head. I thought I would try to bring this to my game and did so successfully.
Instead of making the fate points tie into aspects or having to make any rules changes, I simply gave each player 3 coins. They could use these coins to add +2 to a roll, re-roll any dice, or take narrative control. If they contributed something meaningful to the adventure, I would give them another coin.
Narrative control is the big one here. Not many old-school people would allow this type of thing. Since I am the type of GM that likes wing it, I didn’t think this would be a problem, and it wasn’t.
Let me give a quick example of how this went down and you may see where this could be fun.
We were of course playing C&C and the setup isn’t too far from the fight scene in the Mines of Moria from The Lord of the Rings. Five PCs fighting a lot of goblins, I don’t recall exactly but I would say about ten. One PC rolled and hit a goblin but only did 2 points of damage, he used a coin to add +2 for 4 points. One PC fumbled a roll and decided to re-roll. Standard usages for a coin.
Then the narrative started. (After a bit of prodding by me.) Realizing they were kind of hurting at this point. One of the PCs decides to say, “Something scares off the goblins.” I’m thinking okay, now I gotta come up with something. Then one of the other PCs says, “Wouldn’t it be cool if it was a big ass cave troll like in the movie.” I thought, hell yeah, here’s a coin. Then another of the PCs, “We are too weak to fight that. It’s an illusion.” Coin spent. Now I had a magic user to add to the combat, awesome.
Now this isn’t far off from what normally gets talked about at the table, the only difference is what they speculated was true. They really had a good time with this and I think others could too.
Have you used something like this in your games, or do you have any tips on merging old and new?
Ask Your Readers: Christmas Gifts for Roleplayers
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Christmas is approaching quite fast and people all around the globe are getting ready to purchase gifts for their loved ones. Roleplayers are usually no exception here and quite a few of them plan to get RPG-related gifts for their friends and family. I am sure we all have some friend or relative who has some interest in RPGs but hasn’t started playing yet. What would be a great gift for someone like this? And we all know the one guy who has everything! Are there any obscure and/or rare roleplaying products even that guy doesn’t own yet? Please post your recommendations below!









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