Come to me my jungle friends!

Category : Advice, Fluff/Inspiration, Improve Your Game, Legacy D&D, Pathfinder, RPG, Random musings

Recent events in my life have me thinking about pets. Be they familiars, animal companions or summoned animals, whatever way your system of choice calls them, why do we feel the urge to have pets in our games? I can see why… The joy and happiness they bring into our real lives is one we want to recreate in the game as well. Or maybe we are just looking for a way to inflict more damage during combat. It’s a toss up, I’ll admit it.

Looking back I don’t think I’ve ever run a game where there was not at least one animal, either a pet, familiar, or simply a beloved steed or pack animal. In AD&D 1st edition at one point my players all decided to get pets, I remember the ranger with his pet iguana the most. In AD&D 2nd edition I had a player who loved wolves and always wanted his characters to have a trained wolf no matter which character he played. In D&D 3rd edition where the rules for the animal companions and familiars were codified with grater detail, characters enjoyed the mechanical benefits of said companions in the game. I fondly recall the Dwarf Druid with his wolf animal companion and all the command words he made up. It was an integral part of his role playing.

Animals in my campaigns have also met with some terrible fates. There is a running joke among my players that no horse survives long in my table. Although I’ve broken the tradition, for the longest time horses died like flies in my games. One time players spent a whole session acquiring horses with special qualities, named them, equipped them, only to tie them to a tree outside the dungeon and go in! Needless to say when they came back there was no sign of the horses.

Currently in our Pathfinder game a player created a Summoner from the Pathfinder RPG Advanced Players Guide. This class has a special companion called an Eidolon and the player has gone into great detail about the creature, its personality, making sure it is an integral part of just who his character is, a detail I am not soon to forget.

Of course, for every memorable animal in a campaign, there have been familiars that seem to be forgotten until needed, like Vaarsuvius’ familiar in the Order of the Stick. They are there, in the periphery, and only come into play when the player or game master remembers them. Systems that mechanize the rules for animals as allies for players add an incentive for the player to handle and remember the rules for their pets. In the instances of memorable animals in my campaigns the players have been critical in making sure the animal just doesn’t fade into obscurity.

But as a Game Master it is also my responsibility to maintain a sense of realism, to present to the players a believable world that contains all elements, including their pets. Here are some tips to help you achieve this:

  • I keep NPC lists to make sure I don’t forget anyone. Especially lists of recurring NPCs or NPCs that travel with the group. Always make sure to write down the name, species and a short description of pets there as well, that way when you review the NPCs for the next session you don’t forget them.
  • If you don’t like to keep lists of NPCs, I’m pretty sure you at least keep notes about the player characters. If so make sure you write the name of the pet along with the name of the character that way you’ll associate one with the other, eventually the pairing will become second nature.
  • If you are more visual, consider giving the player a visual cue that will remind you of the animal. A picture he or she needs to keep close, a plush version of the animal or even a toy. That way you’ll both be constantly reminded of the pet.
  • Make sure you include the animal in your descriptions, cement its existence in the player’s minds. Describe the smell, the behavior, real animals are easy to portray if you watch Animal Planet or after a quick search online. Fantastic animals are even better, you can make up details such as diet and behaviors, making it seem real! Remember an animal needs care; be sure to mention to the player the time spent doing this. Try to include the animal in at least one description during every game.

These are all simple solutions that when used can make that animal accompanying your player’s character that much more real. I hope they are useful and help keep those poor animals from vanishing into thin air!

PS – This last bit is purely personal so feel free to skip it and move on to the next post, I assure you it will be more interesting that this!

Allow me to take a moment to dedicate this post to Akira, my faithful animal companion for 17 years. She recently failed her saving throw and is no longer with me. I’ll miss her immensely, but it was her time. She left me with two other pets, Lula the dog and Morphy the cat, which also miss her. She can’t be replaced but she’ll always be remembered!

PS 2 – In case you didn’t get it, the title for the post and accompanying image, come from that unforgettable movie classic Ace Ventura: Pet Detective.

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There is no spoon … eh … OSR

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Category : Legacy D&D, Other Systems, RPG, Random musings, Swords & Wizardry

There is no spoon! Don’t get me wrong, I don’t want to prove that there’s no renewed interest in older editions of D&D and other games, but I want to share my thoughts on the perception of that phenomenon.

Recently there was some more discussion about the OSR on Twitter and on various blogs. The whole drama was started when someone discovered a quite unfortunate blurb on the Frog God Games site.

I don’t want to repeat what the whole hubbub’s about, you’ll easily find out when using Google or checking your favorite old-school blogs. But again people started to muse about the state the “OSR” is in, as if it were a single entity – which it isn’t. There are a lot of people interested in old-school gaming (whatever this may be for each of these persons) and some of them think of themselves as members of the Old-School Revivial (or Revolution) movement. But there’s no single organization uniting all these gamers. Basically everyone fends for himself.

There probably still is TARGA, which tried to be an umbrella organization for all things old-school, but it’s definitely not speaking for all old-school advocates, not even the majority. And they had a fair amount of drama on their own turf as well. Go figure…

When fans of D&D 4th Edition praise their own community for its unity they forget that a) that there is no single “OSR” community and b) the old-school movement is about a lot of different D&D editions and even other games as well, not just one. It’s much easier to be a united group if you can decide on just one game to venerate. ;)

My advice is to remember that when you deal with something old-school you’re not facing a tight-knit community but a bunch of individuals who merely like older editions of D&D. It’s not an OSR scandal or something, it’s just the opinion of individuals.

Now let’s move on, there’s nothing more to see here.

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Food & Games

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Category : Ask The Readers, Fluff/Inspiration, Legacy D&D, Pathfinder, Props, RPG, Random musings

Don’t worry; this has NOTHING to do with all the electronic cooking games out there. This is about gamers and the food they eat when they game. Junk food and role-playing games are connected in poplar culture, and in all truth some games will devour prodigious amounts of chips and soda. Undoubtedly some groups try to eat healthy, bringing fruits and veggies to the table, but I suspect the majority of use would rather have some Mountain Dew than water! (For the record I don’t like Mountain Dew, I’d much rather have Jones Soda, but the Dew but it emblematic.)

There are things like Igor Bars by John Kovalic out there! These sound delicious, but are probably heart attack inducing. But my reason for this post is just not to share recipes (we can certainly do that) but to talk about how food could enhance gaming and set the mood for a game!

I remember when I first read Leaves from the Inn of the Last Home. It was during my Dragonlance period, having just finished reading the Dragonlance Chronicles and was getting my hands on everything Dragonlance. This was NOT a gaming supplement; it was a collection of stories, poems and recipes. Yes you read that right, recipes. I was so intrigued, it was like having the cookbook of a fantasy Inn, and it seemed like magic. This was back in 1988 and I didn’t cook at all. In fact I avoided cooking for years so I never got to try Tika’s recipes.

The only time I had an edible prop in a game was during a Star Trek Adventure where the game master had Romulan Ale available for us. It wasn’t truly the legendary alcoholic beverage of the Star Trek universe, we were all still underage, but water with food coloring. I barely remember the adventure (sorry José) but the pitcher of blue liquid in the middle of the table really captured my imagination. And by the way, that last link has some nice recipes for mixing up alcoholic versions of the Romulan Ale, Star Trek party here we go!

Since then I’ve embraced the joys of cooking and the old storage room with the fridge and microwave has actually become one of my favorite rooms in my house. I love cooking and often cook for my players. My famous and artery clogging Gordopletas® have graced games and geeknics alike. Still I have NOT actually created a dinner to enhance a game.

When I began my current campaign, which is a pirate/swashbuckling themed Pathfinder RPG game, I wanted to take my players out to a restaurant called La Guarida del Pirata (The Pirate’s Hideaway, beware that last link is in Spanish) a pirate themed seafood restaurant. We didn’t go but I cooked for them, we watched a movie and discussed campaign expectations and character generation.

It was a great experience BUT I missed the opportunity to make food part of the experience. I want to change this, I really want to find an opportunity were I can cook for my players and make it part of the gaming experience. Perhaps we have a dinner party in game and then have food in real life. I want to play a zombie game for Halloween, I can already think of some possibilities. Brains!

Do you integrate food into your gaming? Do you cook or prepare something special for your players?

I better dig out the Leaves form the Inn of the Last Home. I’ll keep you update of my attempts to bring food into my games in a meaningful way.

2 people like this post.

Review: Kobold Quarterly Issue 14

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Category : D&D4e, Dragon Age, Legacy D&D, News, Reviews & Culture, Other Systems, Pathfinder, RPG, Reviews & First Looks

KQ 14 Cover Currently I play none of the games which are regularly covered by Kobold Quarterly, but so far I’ve enjoyed reading every issue I got my hands on. Aside from a lot of material for games like D&D 4th Edition, Pathfinder or even Dragon Age, a large portion of the magazine contains articles that apply to any fantasy game. And in most cases the game-specific articles can be at least be used to inspire. And because of that Kobold Quarterly can truely be called “The Switzerland of the Edition Wars”!

The latest issue of KQ is 100-pages thick and contains articles written by a lot of industry veterans, including roleplaying luminaries like Ed Greenwood and Monte Cook.

The cover art reveals two of the themes of this issue: Loot and Paladins. For D&D 4E players there are finally rules for playing Aasimar characters (which always made great paladins) by Kolja Raven Liquette.

The love for the paladin continues with James Graham’s variant rules for Laying on Hands for the Pathfinder Roleplaying Game and the Men of Honor article by Dan Voyce which provides us with an in-depth look on alternate Paladin codes.

Although not directly related to Paladins, “Moral Choices That Matter” for the Dragon Age game by Jeff Tidball, is a great read for everyone who runs a campaign that features paladins or similar characters. In my opinion every roleplaying game benefits from the player character’s being subjected to moral dilemmas that really mean something. Jeff’s article should be read by every GM, even those who don’t run Dragon Age!

The second theme of this issue is treasure (or as we gamers tend to call it: “loot”!). Especially Michael Furlanetto’s article “Hoard Magic” stands out here. The idea behind Hoard Magic is that a large dragon hoard warps the environment around it to suit the nature of it’s owner. Again, while the article was meant for D&D 4th Edition, the basic idea can probably be easily used in other games as well.

Another of my favorite articles was “The Reign of Men” by John Wick and Jesse Heinig. It’s the continuation of the “Wicked Fantasy” series. Wicked fantasy is a re-invention of the classic core races. In August the complete series will be released as a PDF edition. I have to admit, that’s something I am pretty excited about. I love to give stereotypical RPG elements a twist in my campaigns and this series looks like great inspiration. In “Wicked Fantasy” humans are the oldest race and they’ve developed without the influence of gods, so they have some innate resistance to divine magic, but if they choose to adopt a divine patron, they do it with such fervor, that they get a hefty bonus. I haven’t read the articles on halflings, dwarves and elves yet, but I’ll do so as soon as the book is out in August!

I would love to write more about all the wonderful articles I’ve discovered in this issue of KQ, but this would probably go beyond the scope of that review. As with all the issues of KQ I’ve seen or reviewed before, the articles are of very high quality and the artwork is very good.

By the way, after reading through KQ issue 14, which has been provided as a review copy by Open Design LLC, I put my money where my mouth is and finally subscribed to the print edition of Kobold Quarterly. The shipping costs to Germany are a bit high, but I think it’s worth it!

If you prefer a PDF copy, you can either get it from the KQ store or from DriveThruRPG. One issue sets you back, just $7.99.

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What about the GameMastery Guide? A review…

Category : Just my two cents, Legacy D&D, News, Reviews & Culture, Other Systems, Pathfinder, RPG, Reviews & First Looks

The Paizo GameMastery Guide is an excellent companion to the Pathfinder RPG Core Rule Book. The Core Rulebook combines all the rules you used to find in the old D&D 3.5 Player’s Handbook and Dungeon Master’s Guide into one book, but there was much more ground to cover, especially for the Game Master. Enter the GameMastery Guide, full of advice, ideas and rules for new and experienced Game Masters alike!

What to learn more? Read on…

→ Continue

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Character Death, woe or wow?

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Category : Advice, Humor, Legacy D&D, Pathfinder, RPG, Random musings

Last night I played a particularly long session of my weekly Pathfinder RPG game. During this game I killed a player character. Well that’s not quiet accurate. I wasn’t gunning out for him; it was a mixture of chance and strategy.  Scar, the half-orc dragon blooded sorcerer rolled a 1 on his saving throw and died from the maximized Acid Ball (the enemy wizard’s version of Fireball). This was actually a replacement character of the player; his regular character got transported to the other side of the world and was pretty much out of the picture. Which means his character was not strongly integrated into the campaigns plotlines so his loss, while sad (he was an interesting character), is not disastrous. There was a time when I felt like that, when the death of a player character was a disaster. Now I like to see it as an opportunity.

Come and take a walk with me down memory lane…

I didn’t use to be a killer DM! When we played Basic D&D, or AD&D, 1st or 2nd edition, I rarely killed characters. I can’t remember any death back in the day that did not serve the story. I used to give lots of breaks, the dice might have killed a character but I’d use DM fiat and leave the character badly wounded. Somebody would get the chance to help them just in the nick of time and they would survive to fight another day.

The only random death I can remember was late into my AD&D 2nd edition campaign when a player character, an avariel wearing a Helm of Brilliance, failed a saving throw after a fireball and then had to save for the helm, he rolled a 1 and he just blew up like a small tactical nuke. The explosion not only killed the character but most of the undead around him and an NPC. To this day the moment is a memorable one at my table, fondly remembered as the “Fried Chicken Incident”!

(Coincidently the same player that rolled the 1 for the avariel was playing the half-orc that died last night, sorry Pierre…)

My campaigns integrate a lot of character’s back stories, so the death of a player can truly affect the flow and feel of the campaign.  Up until 2000 I looked at character death as something that should only occur to serve the story, never randomly. When I was planning my new D&D 3rd edition campaign I asked my players for feedback on what they expected of the new campaign. One player put his thoughts in writing and something shocked me. The player told me he would like for the campaign to be more lethal, to allow the death of characters; otherwise he felt there was no real danger.

I took a long hard look at my DMing style and decided to embrace change and became a Killer DM, ever since I decided to “let the dice fall where they may!” Over the last ten years I’ve killed at least one character for every player that’s sit at my table. One of my players has the record of 13th character deaths over ten years. Don’t think I relish this. I still hate what a character’s exit from a campaign does to storylines. That’s why I’ve slowly integrated ideas and tools to help characters survive.

My current campaign is a pirate inspired, high adventure, swashbuckling romp (or at least that’s what I’m shooting for). We use action points and the excellent Swashbuckling Cards (with judicious weeding mind you!) to allow players swing from chandeliers, jump from balconies, and for raging barbarians to pull down wooden scaffoldings (tip of the hat to Carlos for last night’s daring!). We have house-rules in place that allow players to use those resources to turn certain death into a near death and survive.

Still some players don’t like to do this and believe that if the dice have dictated their death, they shall stay dead, no last minute rescue through the use of action points, no resurrection. To them dead is dead. I used to go crazy when this happened, but now I try to think of this as an opportunity, a chance to integrate a new character into the campaign.

It may take some rethinking strategies; some reworking of plotlines, but it can be done. I’ve begun to integrate ideas from script writers in ensemble TV series and build in exit points into plots so characters can exit the campaign gracefully without too much fuzz. It doesn’t always work, but any campaign is a work in progress.

What do you think? How do you deal with character death in your games?

PS – I’d like to dedicate this post to my players, past and present, they make it possible for me to tell these tales and do that which I enjoy so much.

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