Dateline – Storm Point

Last Sunday was the latest session of the Storm Point game, and the start of a new adventure.

This adventure came about because of one of the players wanting to do a little more with his backstory – he plays a dwarf, whose family was chased from the nearby dwarven city of Silverfalls when that city fell to monstrous invaders. His grandfather (several generations removed) and others died holding off the attackers long enough for the population to escape down a tunnel to a mine near Storm Point before collapsing the tunnel behind them. So, his player wanted to go to Silverfalls, find his grandfather’s bones, and bring them back to Storm Point for a proper burial.

I like this kind of jazz, especially coming from the players, so I jumped all over it.

I asked him to send me a short write-up on what he knew about the fall of Silverfalls, and the death of his grandfather; basically, I got him to write that bit of history for the world, with the understanding that what he wrote would be what the character knew, but not necessarily the whole truth of the matter. He gave me about a page of stuff to work with, so that was plenty.

I wanted to give the party some time between adventures, so I had a few weeks go by in Storm Point, as they enjoyed their new-found celebrity from their expedition to the Floating Islands. I also wanted to make the point that they were local heroes, now, having saved the city from invaders, built a hospital (another player idea), and brought back strange tales and treasures from the midst of the perpetual storm over the centre of Lake Thunder. I think it’s interesting – and gratifying -  how the characters have reformed in the eyes of the town, from troublesome, dangerous outsiders to stalwart, adventurous defenders, and I wanted to help bring that point home.

I also wanted to start laying the groundwork for going to a bigger centre than Storm Point – specifically, to the city of Beylis, which I have decided is sort of like a fairy-tale Baghdad, ruled by the genasi, and full of magic and mystery. This is where I want to base the Paragon tier of the campaign. So, I had the representative from Beylis invite the party to give a presentation at their academy, which greatly intrigued them.

A bit too much, in fact. I hadn’t dangled the Silverfalls plot hook, yet, so the first question was, “Can we go there?” And I, not thinking clearly, said, “No.” See, I had an intro scene for the Silverfalls plot hook all worked out, and I didn’t want to derail it. What I should have said was, “Yes,” and then moved the intro scene to take place on the trip to Beylis. Oh, well.

Anyway, I launched the Silverfalls quest by having a wounded dwarf show up at their hospital, the last survivor of an expedition who had found a hidden tunnel into the depths of Silverfalls, but had been chased off by the foul beasts in the depths. They saved his life, if not his leg, and the dwarf gave them a map to the tunnel in repayment.

Investigating the ruins of a dwarven city got their eyes lighting up with visions of Moria, and gleaming with greed. It was good.

They depleted the party coffers buying supplies and healing potions, then got on their hippogriffs, and flew off across the plain to Silverfalls. They had to camp overnight on the plains on the trip, so I hit them with an attack by creatures that I knew would start them worrying – trolls*.

Now, part of the reason I used trolls was that trolls are a big bogeyman to low-level characters, and I wanted to show them how far they had progressed. If they can beat a troll, they’re ready for the big time. But trolls can tricky to fight because of the regeneration; if everyone has access to fire, the fight is a lot less challenging. To make things a little more challenging, I added a bulette to the fight, and had the first attack being it surfacing under their campfire, scattering and extinguishing it. Then the trolls charged in.

It was a pretty good fight, with people trying different things. The cleric even spent a few turns trying to rekindle the campfire so as to be able to burn the trolls as they dropped, but it didn’t wind up doing much good. It took them a few rounds to get organized enough to focus on the bloodchanter, to weaken the two trolls, and then to wipe out the bulette, with his nasty, nasty bite.

They succeeded, of course.

Next session is going to see them arriving at Silverfalls, and finding the hidden tunnel. I’ve got a few surprises planned for that.

*2 trolls, 1 troll bloodchanter, 1 bulette, 2400 xp, a level 9 encounter for 6 characters. Back

Dateline – Storm Point

Last night was the latest instalment of the Storm Point game, and we wrapped up the Floating Island adventure. It was an interesting game, because three of the six characters had undergone greater or lesser changes as a result of the opportunity I had given them last session to rework their characters. These changes ranged from swapping a couple of powers to completely changing class. So, there was a bit of a learning curve as people got used to what is, in effect, a different character.

I had also wanted to make the combat for this session a little bit interesting. One of the things this group does well is manoeuvre the battle to their advantage, taking advantage of being able to move around while restricting the ability of their opponents to do the same. I wanted to see how they handled having their movement rather severely restricted.

To restrict the party movement, I set the combat in a store room, with long, narrow aisles between tall, heavy stone shelves. The opponents were some constructs: three scythejaws and four whirling blade automatons. I hid the scythejaws in boxes on the lower shelves down the centre aisle, with the idea that they would trigger at different points in the combat: two would trigger when a character was adjacent to them, and the third would trigger a few rounds later, at the opening of the aisle, cutting off retreat. The automatons I had drop out of the ceiling on the first round in the corners of the room and start in on the characters.

The scythejaws worked beautifully, and did a ton of damage. The narrow quarters for fighting limited what the party could do, making them rather nervous and desperate, and I managed to isolate them in about three little pockets to pound on them individually. However, the narrow aisle also really limited the effectiveness of the automatons: their burst 1 attack could catch at most two characters at once, and didn’t do a whole lot of damage. I also forgot their blow-up-on-death power, but that wasn’t such a big deal, overall. They acted as a nice distraction and impediment to movement, while the scythejaws chowed down mercilessly on the characters they were next to.

I got a few of them down to single-digit hit points at the same time a couple of times.

Now, the whole point behind setting the combat up the way I did was not to screw over the players, or to invalidate the way they’ve built their characters and the things the characters are good at. My goal was to pose an interesting tactical challenge, and see how they responded. Sure enough, they had to change their typical tactics, and think about things somewhat differently. It was a fun exercise, but I made sure that the combat wasn’t too overwhelming so that they had a good chance at surviving it, even when they were not in their tactical element.

But I didn’t want it to be too easy. If it’s too easy, there’s no sense of victory.

After this encounter, which was the last defence before the dragon’s lair, they found the loot, and headed back to Storm Point. One of the characters has requested that the next adventure be an expedition to Silverfalls, the ruined dwarven city in the mountains, to find the bones of his grandfather, who fell in the final defence of the city while the dwarves were evacuating.

Sounds like a good adventure to me.

At this point, the characters are 8th level, so I envision this adventure bringing them up to 10th or so, right on the edge of Paragon Tier. The group has also expressed some desire to find a bigger city to use as a base, and I think Paragon Tier is a good time to do that. On the far side of the mountains is the city of Belys, a thriving metropolis ruled by a dynasty of genasi, that I envision as a sort of Arabian Nights Baghdad, so that’s where we’re going next.

On a (sort of) related note, we also had a discussion about the future of the campaign in the real world. I asked folks if they’d be willing to take a hiatus from Storm Point for a few sessions starting in November. Why? Because, in October, Wizards of the Coast is releasing the newest incarnation of Gamma World, and I’d like to give that a try. And this group is pretty much perfect for the traditional weird and wacky world of Gamma.

They all enthusiastically agreed.

But that’s a way off in the future yet.

Dateline – Storm Point

Sunday was the latest session of the Storm Point game. It was even more scattered than usual, and we got into combat somewhat later than planned, and wound up playing until much later in the evening than we had planned.

Still, I think we all had fun, even if I had to threaten them all with death a couple of times to get them to focus.

With the dragon out of the way, the group was seriously depleted, resource-wise. The main tank had only two healing surges left, and everyone else was pretty beat up, as well. The battle with the wights just before the dragon hadn’t helped any, either. The temple was still jumping pretty randomly through time, and there was some discussion about whether they should just get off the temple and enter the new time period.

I was ready for that decision, but I wanted them to appreciate the gravity of the choice. See, I hate time travel in games. Well, more specifically, I hate player-controlled time travel in games. It just adds so many new layers of headache to running a game. So, I explained to them that leaving the temple and going adventuring in the remote past was a viable choice for them, but that once they left the temple, they couldn’t be sure of ever finding their way back to their own time. I told them I was prepared for that to happen, and to continue the campaign in the new world they found themselves in, but that it was a big decision for them to make.

They opted to stay in the temple, and try to stop it from jumping through time. I handled this with a complexity 5 skill challenge, and was quite glad that it all came down to the final roll*, when the dwarf decided to use his Endurance skill to act as a bridge for the arcane energy to use and complete the mystical circuit. Several of the other characters assisted him, and we had this great image of several adventurers joining hands and touching two different arcane terminals, with mystical power flowing through them to reset the time-jumping magic the dragon had messed up.

What happened next was something I had been planning for some time, but it really surprised them.

I told them that the lightning pillar that had been powering the temple had changed into a vast sphere of silvery energy and, when they looked into it, they saw themselves as they might have been, with different abilities, different training, even different races. I said that they knew that, if they touched this sphere of potentiality, they could be remade into one of their alternate selves – and that they would always have been that person.

Yeah, it’s kind of corny, but here’s my thinking.

When we started this game, the Forgotten Realms settings had just been published for 4E. Since then, there have been a whole lot of new character options that have come along, including new races and classes. I wanted to give my players a chance to look at their characters and decide if they were the ones they still wanted to be playing, without having to bring in a completely new character if they wanted a change. This tied in with the temporal energy being used in the scenario, and gave them the opportunity to think about how they’ve built their characters and whether they want to change them.

I know that one of the players is reworking his rogue into a monk. Another couple may be making minor tweaks to their characters. But mostly, people are happy with the characters they’re playing, and that’s a good thing.

Anyway, after that, they went looking for the dragon’s treasure, of course. They didn’t find it that session, but did manage to find a crypt full of undead that ate up the rest of the evening*.

Next session should be our last one on the Floating Island. After that, one of the characters has expressed some interest in going to see the old dwarven ruins up in the mountains, where his grandfather died. Should be fun.

 
 
 

*11 successes, 2 failures. One roll would tip it either way. Back

*10 zombie rotters, 3 zombie soldiers, 2 zombie hulks, and 2 skull lords, for a total of 2455 xp, a level 9 encounter for 6 characters. Back

Dateline – Storm Point

After too long a hiatus, we finally got back to the Storm Point game yesterday, for the climactic showdown with the blue dragon that had been giving the group such a problem.

In setting this encounter up, I was faced with a bit of a problem. See, the blue dragon has the artillery role, meaning that its best plan is to stand off from the party and blast away with lightning. Now, if I did that, the party would have no choice but to retreat – I had already established that the terrible storm made flying on their hippogriffs untenable, so they had no real way to take the fight to a flying dragon if it held its distance. On the other hand, the group had already proved that they could rapidly do serious damage to the dragon at melee range, and could pin it down in the process.

I decided to level the dragon up by 2* to give it the survivability it needed at close quarters. However, that bumped its defenses high enough that it was putting it in the unhittable range for the characters. So, I tied the increased level to the way it had harnessed the time-shifting power of the temple they were in, drawing on the potentiality of its future self through some special runestones. While it stayed within range of them, it had +2 to its level. This also let me set up a little skill challenge to run in concert with the combat, where the party tries to shut down the runestones that seem to be feeding power to the dragon.

It turned into a hellaciously tough fight for the group. It didn’t help that they sent the eladrin ranger teleporting ahead to the roof where the dragon was charging up to scout, giving the dragon a chance to attack him as he was all alone and then set up at the head of the stairs to take opportunity attacks on the rest of the party trying to make it to the roof. I also added some streams of lighting between pillars that made attacks on characters crossing the line, and a 20-foot shaft of magical lighting shooting up from the centre of the roof into the sky. In retrospect, this latter addition was not the best choice for an environment that favoured the dragon, because it was powerful enough to penetrate the dragon’s lightning resistance.

I managed to drop several of the party members during the fight, and they were already depleted in healing surges from the battle with the wights the previous session. In fact, I had both defenders unconscious at one point, and it really looked like the dragon would get to fly away again, but quick healing by the cleric and the warlord, and a critical by the newly revived fighter right when he needed it most kept things right where they wanted them to be.

But the group managed to deactivate the runestones, dropping the dragon back to its original stats, and kept it pinned in the big shaft of lightning. The dragon did some serious damage, and I almost had them on the run, but they held their ground and triumphed.

During the fight, I had the temple skip through time every few rounds, changing the scene below the temple to reflect the various ages that it was passing through. Now, resting after the difficult battle, they are turning their attention to the time-jumping of the temple in order to return to their own time.

And that’s next game.

 
 
 

*I had reduced the level by 2 to make it a viable solo opponent for the party, so really it was just returning it to the proper level. Back

Dateline: Storm Point

It’s been a while since we played, but we managed to sync up schedules this past Sunday and play. As is usual when we haven’t played for an extended period, the game was fairly scattered, as socializing took precedence over actual play.

But play we did.

Given how distracted everyone (including me) was, I tried to scale back the complexity of the encounters, with some success. The party was investigating the temple that they’d sheltered in after the battle with the dragon last session, trying to find the centre of the magical energy and device that was causing the island to slip through time. They used Arcana and Dungeoneering to navigate the Arkhosian construction towards the source of the power, and the control room they figure must be at the top of the temple. And, of course, they ran into some of the guardians.

I scavenged some of the encounters I had seeded elsewhere on the island to populate the temple, and the one they ran into was a collection of wights, battle wights, and a few glyphs of warding. To make things a little less complicated, I laid it out in a manner that meant the party would only have to face the wights and one of the glyphs initially, but if they went through one of the other doors, they would get hit with another glyph and possibly the battle wights. They managed to put down the wights in good time*, but the distracted players meant that no one was listening to each other, and managed to trigger another glyph when the rogue went through the doorway rather than checking it for traps, despite other players telling him to stop.

I let them take that action back, and they spent a fair bit of time disarming the glyph. Then they blew the disarm roll on the other glyph and froze a few of themselves, while the battle wights opened the doors from the far side and attacked, backed up by the dragon.

Well, my complete surprise kind of got derailed, because the ranger had rebuilt his character with an ability that lets a bunch of his allies just not get surprised. So the hit-and-run, shielded-by-brutes attack that I had planned for the dragon wasn’t nearly as great as I had expected. He got in a blast of breath weapon, but the dwarf fighter was right up in his face again*, smacking him around, so he ran sooner than I had planned.

This little attack accomplished two things: first, the party now knows that the dragon’s going to be stalking them through the temple, sniping at them and running away, which is going to make them pay attention to stuff. Second, they really hate that dragon, now.

That was where we left it. I’m looking at probably two more sessions to wrap up this adventure. And then we’ll have to see where the party wants to go from there. There is a chance that they’ll be trapped in some past era, so I can’t plan too far ahead, but I’ve got some ideas, and I know they do, too.

 
 
 

*Man, I like the mechanics on the wights. Draining healing surges and shifting after a hit. They’re skirmishers, and they really feel like skirmishers. Back

*Blue dragons, being artillery, are most effective at range. They can mix it up hand-to-hand, but it’s not their comfort zone. Back

D&D Encounters Information Session

Next Wednesday is the start of the Spring 2010 season of D&D Encounters at Imagine Games here in Winnipeg. This is a 12-week program, running every Wednesday night at 7:00, featuring one encounter an evening, building a mini-campaign that will wrap up in June. You don’t have to come to every session, but there are rewards to be had based on renown points earned during play. There are pregenerated characters to be had, but you can also create your own 1st-level Forgotten Realms character and bring it to play.

This coming Saturday, March 13, I’m going to be at Imagine Games from noon until about 4:00, answering questions and helping people create characters if they wish. I’ll even have my computer with the Character Builder there, so we can run any characters created through the Character Builder for an extra bonus of renown points. Extra points are also awarded if you create a character using a race, class, or feat from Player’s Handbook 3, which releases next week.

So, if you’re in Winnipeg, and you’re interested in D&D Encounters, come on down to the store on Saturday afternoon, and I’ll do my best to answer any questions you have. I’ll even help you get set up with a character.

Also, remember that there are limited slots available on Wednesday nights – and I have already had two people reserve seats at the table. If you want to make sure you don’t miss out, drop me a line here, or leave your name at the store. The adventure is designed for 5 players, but I can probably scale it up as high as 7 if required.

See you there.

D&D Encounters: Undermountain

A quick D&D departure.

So, I’ve managed to talk myself into running this first season of D&D Encounters at Imagine Games. This is a 12-week mini-campaign, where you play one encounter every Wednesday night starting March 17 at 7:00. It’s set up so that you can come and play as much or as little of the campaign as you’d like, either with a pregenerated character that we provide, or with an original 1st-level character that you build and bring with you. There are apparently going to be good incentives for players and a fun extended adventure that will advance characters up to somewhere between 2nd and 3rd level.

We don’t have any character creation details (or really, any other details that you don’t see on the official site), but when we do, I’ll be setting up a couple of info and character creation sessions for interested parties.

Now, the kit we’re getting is good for up to two tables of six players and one DM each. I’m the only DM we’ve got right now, so that means there are going to be limited spots. Six is about the maximum I can handle and keep things moving well through a session. If you want to make sure you get a spot, I recommend you either leave your name at the store or contact me through the info posted there to reserve a space.

And if you’re interested in trying to DM a session of 4E D&D, let me know. I’ve got no problem with helping get a new DM started, or sharing with an experienced DM.

As always, let me know if you have questions, and I hope a few of you are interested in joining me for the games.

We now return to the Dresden Files Q&A Deluge.

Player’s Handbook 3 Game Day March 20, 2010

On Saturday, March 20, I will be back behind the DM’s screen at Imagine Games, running the Game Day adventure celebrating the release of the Player’s Handbook 3. Here’s the blurb from the site:

Player’s Handbook 3 Game Day
March 2010
Celebrate the release of Player’s Handbook 3 with a day of adventure! Psionic characters, skill powers, and hybrid classes abound in this essential rulebook. Test out the new classes and rules as you play a unique adventure and grab a copy of Player’s Handbook 3 while you’re there.

Now, that’s not a lot of information, so here’s the intro blurb from the adventure:

Beneath the Lonely Tower

An adventure for five 6th-level characters

The Far Realm’s distance from other planes, reinforced by wards erected at the beginning of time, protects those other worlds from the outer madness. Over the course of history — particularly in the wake of the Dawn War—the wards’ power has weakened, permitting the madness to leak into other planes, including the mortal world.

Recently, a rift to the Far Realm opened beneath an abandoned fortress called the Lonely Tower, twenty miles from the frontier village of Beorunna’s Well. Ten days ago, a troop of foulspawn emerged from the rift and began luring mortals for sacrifice. As each victim dies in the dungeon beneath the tower, the foulspawn ritually gather the escaping life force to expand the rift and to prepare for the arrival of a greater evil.

The braver folk of Beorunna’s Well—barbarians, rangers, and other warlike folk—have mounted two investigative assaults on the Lonely Tower. No one has returned.

This adventure challenges characters to find and close the rift. If they fail, more creatures of madness will pour forth and corrupt the land.

And just to further whet your appetite, here’s a list of the characters available to play:

  • Balashi, Shardmind Psion
  • Caewin, Elf Seeker
  • Foostus, Minotaur Runepriest of Kord
  • Izera, Githzerai Monk
  • Kalen, Half-Elf Ardent
  • Zazenna, Wilden Battlemind

So, if you’re in the city, and you like D&D, or you’d like to try D&D, come on down and play.

It’ll be fun.

Dateline – Storm Point

We were back on the Floating Island this past Sunday, now hopelessly adrift in time.

Well, maybe not hopelessly. But still. Adrift in time is not encouraging. And faced with a fire elemental and four hellhounds can be a real downer*.

It wasn’t as bad as all that, though. Even though I got the rules for auras wrong, and dished out extra fire damage for multiple overlapping auras*, the gang managed to tear the elementals apart fairly quickly. Indeed, the fire elemental (a level 12 controller) didn’t get to unleash his best attack at all before dying. The hellhounds gave the group more problems, because of the huge raft of hit points each had.

After that, they made their way up toward the only shelter they could see on this island: the temple with the crystal spires at the top of the central hill. I ran this as a skill challenge, with them trying to make their way through the driving rain and wind, each turn taking a half-hour, and requiring an Endurance check to keep from losing a healing surge from the effort and harsh conditions. I considered throwing in a chance of lightning strikes, as well, but they’d already been through three encounters, and I knew what was waiting for them at the temple.

What was that? Well, a blue dragon*. And a network of smaller crystal spires that kept arcing lightning across the battlefield.

Now, the group was fairly beaten up, and I had some doubts about their survivability, but I didn’t want to pull any punches on this fight. Dragon fights are supposed to be tough and memorable. On the other hand, the warlord was out of healing surges and down to about 75% hit points, and I’m pretty sure the daily powers in the group were all gone. Maybe one or two left.

But that’s okay. If the players start feeling that the DM will never kill them, then the spice is gone from combat. It was a real threat, and they had to deal with it. If they fell, so be it. I wasn’t going to be vicious, but I was going to play the dragon as smart and deadly as I could. I made one concession to the party’s depleted condition, and that was starting the dragon on the ground. Blue dragons are artillery monsters, and I had originally planned to sit it up on the side of the temple where it could blast away with it’s lightning with impunity, but I put it on the ground in front of the temple instead.

Which made a huge difference in the fight. Once the fighter got up close to it, it was stuck. A bad tactical choice got it a little breathing room and it took to the air, but then the cleric trotted out his command and brought it back down, thanks to his elven accuracy power to reroll the attack. Once they got the dragon surrounded, it was quickly bloodied, and the warlord had managed to duck into the temple doorway, where he kept using his powers to get other characters to thump the dragon*.

At this point, I pulled out the dragon’s frightful presence power, which stunned the adjacent party members, including that blasted sticky fighter. The dragon then took to the air, and used an action point to blast out some more lightning at the group. Next round, it flew away to lick its wounds*.

So now the party is resting in the temple, hating the dragon with all their might. And the dragon is resting in a hidden lair, hating the party with all its might.

You know what that means, right?

Grudge match!

 
 
 

*Fire elemental firestorm, 4 hellhounds, 1900 xp, a 7th-level encounter for 6 characters. Back

*One of the players said he thought I was doing it wrong, but I thought I was doing it right. He didn’t press, and I looked it up later. He was correct: similar auras don’t stack their effects. Sorry, guys. Back

*I scaled the adult blue dragon, normally level 12, down to level 11, which set it at 3000 xp, or a level 10 encounter for 6 characters. Tough for a 7th-level party, but not insurmountable. Back

*In what I consider to be perfect warlord fashion. Back

*I gave the party a third of the xp for driving the dragon off in their weakened condition, because I thought that was a pretty impressive accomplishment. If they manage to take it out, they’ll get the full xp on top of that. Back

Character Building

I’ve been a little lax about posting this past week or so because I’ve been caught up in preparation for a few games. One of the games is a playtest of the new Warhammer Fantasy Roleplay*, another is the next installment of the Hunter – Shadow Wars episodic campaign, and then there’s the bookkeeping for the Storm Point campaign, and the pregame development of Scio Occultus Res.

But the work I’m doing on the games has got me thinking about building characters in games, and the different systems the games offer and why, and the different goals and ideals that players have when building characters. See, I’ve been building some pregens for the WHFRP playtest, some NPCs for the Shadow Wars game, and watching my players build their characters for SOR. I’ve also been reading some other games, like Starblazer Adventures, Mutant City Blues, Two-Fisted Tales, Dogs in the Vineyard, The Burning Wheel, and Mongoose’s latest iteration of the classic Traveller.

What I’ve noticed is that character building systems in game sit on a continuum of customizability, ranging from games where you pick an archetypical character and play it to games where you build each individual aspect of the character. There really isn’t anything at either extreme of the continuum; even a system that focuses on archetypes like Feng Shui or Shadowrun lets you customize a few aspects of the character, and even a game where you build almost everything from scratch like Unknown Armies or Spirit of the Century has a few predefined elements that you need to use to create your character.

In the middle of the road, though, you find the race/class systems, like Dungeons & Dragons, and the skill-based systems, like Call of Cthulhu. Each still has components of the other in it – you get to pick skills and feats to customize your character in D&D, and your choice of profession shapes your skill picks in CoC.

This says to me that , as gamers, we tend to like the ability to build the kind of character we want to play in a game with few restrictions, but we also want a bit of a structure to help realize the ideals we have in relation to the rules. It also seems that the more detailed and low-trust* the rules system is, the more the structure is needed to make the mechanics of character interact properly with the mechanics of task resolution and other systems.

Character building also sets the tone for the game. Consider that, in D&D, most players look at the concept of roles for picking their classes. Now, roles really only impact the game in combat, which leads to the tacit assumption that combat is going to be the most important part of the game. The majority of rules in the game deal with combat in one way or another, from the powers of the characters to entire books of monsters to fight. Now look at a game like Mage: The Awakening. In that game, first you build a normal human, then transform him or her into a wizard. That leads to the tacit assumption that the themes of transformation, alienation from mundane life, and the price of power are going to be present in the game, leading to a more introspective, internal focus for play.

Some systems even have mechanics for building in backstory for your character. The Burning Wheel is a primary example, along with Traveller and Spirit of the Century. Some things you get to pick, but some you don’t, and your choices may restrict or open certain other choices for you. Classic Traveller even had the chance your character would die during character generation, forcing you to start from scratch with a new character*. This can be very useful for games where you really want a bit of depth to the characters, and it leads to assumptions that character history and motivations are going to feature in the game.

Traditionally, once you have your characters created, you throw them together into a group, have them meet in a tavern, and they all decide to risk their lives together. Kind of cheesy, but it works. Now, however, many games are going out of their way to build in reasons why the characters work together, helping the GM give the disparate characters a history together. The brilliant novel idea from SotC and other FATE games is one example, where everyone winds up with connections to at least two other people in the group. WHFRP now has a party sheet, which gives the group a reason to work together, along with benefits and perils specific to that type of group. Traveller mixes and matches this, giving characters a chance to link themselves to other characters during character creation, and then pick a group skill package to represent why they’re together and what they get out of it.

As a GM, I like these sorts of ideas. It takes some of the pressure off when the players are the ones who decide why they’re together and what they want from each other.

And, of course, some character generation systems appeal more to different players than other do.

Me, I like random in character creation. I like rolling the dice and having them dictate aspects of my character, trying to fit the disparate pieces together into something that I want to play. Others I know hate the random method, because they have a much more developed idea of what they want their character to be, and don’t want to let the dice ruin it. And some just don’t like the inequity of randomness, where some characters may start out just plain better than others. I can understand that.

And then there are those players to whom the system trappings of the character are just so much decoration -  the real heart of the character is his or her inner life. See, I like a character that can do something mechanically different from the others in the party; it gives me the chance to stand out in areas where I excel, and it prevents me from stepping on other players when their characters have the chance to shine. But I know some players who are more than content playing the “other fighter” because the attitude, behaviour, motivations, drives, and reactions are all different.

These things come up in character development, too. Some plan out each little advancement, whether in a level-based system or a skill-based system, doing their best to tweak their character to fit the ideal in their head. Others take advancement as it comes, and make their choices based on what seems to fit best at the time. This has some connection with the optimization ideas I discussed back here, but it’s not always about min-maxing.

I think this is part of what keeps most character generation systems near the mid-point of that continuum I mentioned earlier. Developers are trying to make a system that works for the largest number of players. Which is good, because you want more player buying your stuff, but leads to a bit of conservatism in the big games out there. In RPGs, the big guns are definitely Wizards of the Coast, with D&D, and White Wolf, with their World of Darkness games. Both of these have stuck very strongly to their core race/class, abilities, and skills through multiple iterations.

It’s the independent games that are pushing the envelope, coming up with cool new ways to build characters. The FATE games, The Burning Wheel, and Dogs in the Vineyard all have innovative new twists to their character creation that can be looted for other games – the novel idea from FATE, the idea of drives from The Burning Wheel, and the crux moment from Dogs in the Vineyard are all things that can usefully be lifted into pretty much any game.

And then there’s creating NPCs. This is, of necessity, different than creating PCs. As a GM, when you create an NPC, you generally have a specific purpose for him or her, a story role or goal that the character fills. Maybe he’s the villain, or the mentor, or the annoying dependent. Maybe she’s a love interest or a rival or an obstacle. This purpose shapes the type of character you create, but I also find that I shape the character based on what I know about how my group reacts to different things. In the Storm Point game, for example, I know that if I send a halfling NPC anywhere near the party, I’m just asking for him to be distrusted (and possibly stomped), so I only use a halfling if that’s the sort of reaction I want to provoke, or if I’m trying to prove to them that all halflings aren’t deceitful, manipulative crooks.

Of course, you don’t need nearly as much mechanical background for NPCs as you do for PCs. All you need is enough information for the NPC to serve his or her purpose. For longer-running NPCs, you may eventually need to come up with an almost-complete set of stats, but if the only reason the PCs are going to talk to the bartender is to find out that the guy they’re looking for isn’t in the bar, you barely even need a name.

Having said that, one thing that I did in the Dresden Files playtest is create a number of characters along side the players, and then use my characters as NPCs during play. This worked especially well using the DFRPG rules, because of the novel stage, where my NPCs wound up with nice connections to several of the PCs. This meant that the PCs had NPC contacts they could call on in play, contacts that they had a history with. I really liked it.

I think the point I’m trying to make in this post is that there are a myriad of systems for creating characters, and a myriad of ways that players – and GMs – look at making characters. Whatever method you use has got to suit both the game and the players, and that you shouldn’t be afraid of mixing and matching elements from other games to make the types of characters your group likes. Remember that the game isn’t what’s written in the rulebooks; it’s what happens at the table, when you and your friends sit down and start playing.

Do what you need to do in order to give yourself the characters that you need. Characters that you will remember and talk about. Look around, try out new things, read other games, experiment. If something doesn’t work, stop doing it. If something does work, keep doing it.

And remember. Games are supposed to be fun. Have fun.

*About which I will post a full report when the playtest is done. Back

*Low-trust is not necessarily a bad thing. It means that both the players and the GM can have a solid, shared understanding of just what is and is not possible for the character. High-trust is not a bad thing, either. It means that both the players and GM have more of a chance of surprising each other with something cool. Back

*Mongoose’s new Traveller has a more interesting (IMO) mishap table, where something bad happens and you have to leave your current career, but it retains the death option in what it refers to as Iron Man Character Creation. Back