Later today I'm playing in my first game in months (wife's online Masters is cancelled for tonight and am FLAILSNAILing for the first time into a game I've heard is good). I've also wanted to play as a Kamikaze Librarian ever since I saw Patrick's post last year.
Kait Legendary ("KL") was in a knowledge cult for a little while - the Burning Order - but
realised that they were deliberately hoarding to deprive others. The
name Burning Order comes from their imperative to rule and to destroy
the scholarly treasure troves of others (after making sure they have a
copy for themselves). Anywho, KL left before she took her novice exams,
but was seriously bitten by the scroll-bug, and loves to collect
scrolls, parchments, maps and books for her own personal library. When
she has enough she plans to exhibit and set up shop in the University
District of Wetham.
Until that time she adventures! Either she
finds interesting and useful things on her travels or she finds the
means to buy interesting and useful things on her travels. It's all the
same to her. She looks like a hulked out Scarlett Johansson (because why not).
(stats below the fold)
Playing tabletop role-playing games since 2011. Blogging about RPGs, other games, creativity in design and play, and my general fascination with the hobby.
Showing posts with label character gen. Show all posts
Showing posts with label character gen. Show all posts
Wednesday, 12 February 2014
Wednesday, 17 April 2013
Games Night: Veins of the Earth
So last night I rolled up a couple of characters to take through a dungeon based on Patrick's Veins of the Earth setting/sourcebook. This was kind of a playtest I guess - I don't know if I'm the first person to encounter some of these creatures and situations in the wild - but it was all new and different and weird to me.
Monday, 15 April 2013
The Man and his Mechs
Sir Owain the Red's family are fourth generation Mars-worshippers. As a child he listened to the stories of when the planet was lifeless and red; he heard the legends and absorbed all the myths. Mars is much changed from those old days, but Owain thinks he remembers them... Before he came of age he took a tattoo of the old, red planet on his back, an artwork that spans his torso. It shows ley-lines that are talked of in the ancient stories, the old passages of rivers and streams. It is on his back but Owain can trace it from memory.
Sir Owain is the master of his household now, and the controls to the family's mechs have been passed to him. All but one of them has been in the family for a very long time; he has read the family history of them, as well as his great-grandfather's more fanciful tales from when the family converted to Mars-worship. He likes both accounts.
The greatest of the mechs is Dyn Gleddyf Mawr; this colossal metal man has been in the family since before there was a family. It is the champion, the power. The family have poured love and care into its upkeep. A bipedal armoured man, criss-crossing patterns of artwork covering the skin. Mawr has many ranged weapons systems, and a phased plasma blade which Owain delights in using.
There is a strong design similarity between Mawr and Ryfel Bychan, which is much smaller but carries a heavy arsenal. Owain's grandfather told him that Ryfel Bychan was Dyn Gleddyf Mawr's baby brother. As a child he believed him. Ryfel Bychan is small but strong. The family has not tested it in battle for many seasons. There is some hope that it could hold it's own, but in Owain's life he has never seen the red eyes alight.
Marchog Deircoes was added to the family's mech arsenal only in the last fifty years. It was a wedding present given on the occasion of Owain's father's first marriage. Deircoes carries traits and markings from several different elder design schools. Almost impossibly it seems as if it were put together more recently than the old times. Which must be impossible. But how else to explain the three legs that it walks on, coupled with the radically different torso and head? No matter, it has weapons and moves, and that is to be valued.
Poor little Cofamhir... He is so small compared to the other mechs and now used only to carry things around the estate. But as grandfather used to say to Owain, "Cofamhir is old, so very old. He did great and mighty things in the past - look at where his left arm should be, eh? Yes, so old... But he must have seen so much..."
And then: it was the winter of Owain's 22nd year, a week or so after his birthday. Judgement had been carried out on the case of the farmer and the tradesmen. Owain hoped that it had been wise. Would father have done the same? Father was dead. A knock at the study door. So sorry to intrude. So sorry to disturb. In cataloguing your father's possessions we found this...
A small chest. A control crystal. A letter. A location. Of another family mech. Stored in secret, twenty feet underground, out under the old stables. His birthright. Owain called for his horse, changed his mind and asked that Cofamhir be brought to him. A new sight perhaps, for the little mech's old eyes...
Sir Owain is the master of his household now, and the controls to the family's mechs have been passed to him. All but one of them has been in the family for a very long time; he has read the family history of them, as well as his great-grandfather's more fanciful tales from when the family converted to Mars-worship. He likes both accounts.
The greatest of the mechs is Dyn Gleddyf Mawr; this colossal metal man has been in the family since before there was a family. It is the champion, the power. The family have poured love and care into its upkeep. A bipedal armoured man, criss-crossing patterns of artwork covering the skin. Mawr has many ranged weapons systems, and a phased plasma blade which Owain delights in using.
There is a strong design similarity between Mawr and Ryfel Bychan, which is much smaller but carries a heavy arsenal. Owain's grandfather told him that Ryfel Bychan was Dyn Gleddyf Mawr's baby brother. As a child he believed him. Ryfel Bychan is small but strong. The family has not tested it in battle for many seasons. There is some hope that it could hold it's own, but in Owain's life he has never seen the red eyes alight.
Marchog Deircoes was added to the family's mech arsenal only in the last fifty years. It was a wedding present given on the occasion of Owain's father's first marriage. Deircoes carries traits and markings from several different elder design schools. Almost impossibly it seems as if it were put together more recently than the old times. Which must be impossible. But how else to explain the three legs that it walks on, coupled with the radically different torso and head? No matter, it has weapons and moves, and that is to be valued.
Poor little Cofamhir... He is so small compared to the other mechs and now used only to carry things around the estate. But as grandfather used to say to Owain, "Cofamhir is old, so very old. He did great and mighty things in the past - look at where his left arm should be, eh? Yes, so old... But he must have seen so much..."
And then: it was the winter of Owain's 22nd year, a week or so after his birthday. Judgement had been carried out on the case of the farmer and the tradesmen. Owain hoped that it had been wise. Would father have done the same? Father was dead. A knock at the study door. So sorry to intrude. So sorry to disturb. In cataloguing your father's possessions we found this...
A small chest. A control crystal. A letter. A location. Of another family mech. Stored in secret, twenty feet underground, out under the old stables. His birthright. Owain called for his horse, changed his mind and asked that Cofamhir be brought to him. A new sight perhaps, for the little mech's old eyes...
Wednesday, 19 September 2012
Dogs in the Vineyard, Session 2
Last week we left things with Sister Basemuth (Patrick), Brother Caleb (David) and Brother Paul (Steve) at the farm; they've tracked down Newton's kidnappers, Cornelius and Nate, but they're too late - Newton has been strangled to death...
...or has he?! The slight trace of breath is in him, and so they perform ceremonies to call him back, to tell him that his time has not come - and it works. They save the boy.
...or has he?! The slight trace of breath is in him, and so they perform ceremonies to call him back, to tell him that his time has not come - and it works. They save the boy.
Wednesday, 12 September 2012
Dogs in the Vineyard, Session 1
Last night was the first outing for Dogs in the Vineyard in our group, and I was GMing. It was the first time any of us had played it, but I think that despite a couple of head-scratching moments with the mechanics (more on those later) it was a good evening.
We started out with character gen; it took a little while because of thinking about potential with relation to the setting (it's late August, 1851), but after a bit of thinking we arrived at:
We join the Dogs as they come up to a farm outside of the town of King's Bridge.
We started out with character gen; it took a little while because of thinking about potential with relation to the setting (it's late August, 1851), but after a bit of thinking we arrived at:
- Patrick, playing Sister Basemath Armstrong, a fearless and funny Dog with a Strong Community background. During her initiation she corresponded with a geologist and was able to satisfy both him and the public that dinosaur bones had been left behind in Noah's Flood.
- David, playing Brother Caleb Romney (a distant relation perhaps), a Well-Rounded Dog who is able to employ a coldly logical perspective, track people and he's also pretty handy with a gun. During his initiation time he unfortunately failed to capture a criminal, but this has now spurred him on.
- Steve, playing Brother Paul Usher, a Dog with a Complicated History - not raised in the Faith, but a part of it now. He's rugged, stubborn and has all the traits that you might expect from a western gunslinger. During his initiation he saved a child from a burning building.
We join the Dogs as they come up to a farm outside of the town of King's Bridge.
Wednesday, 22 August 2012
Games Night: A New Man in Yoon-Suin
Last night was another journey in Yoon-Suin, and my new character didn't disappoint. noisms has given a good account of the session, but states early on that I rolled "a ridiculously lucky set of stats" which, I guess, is probably accurate.
noisms method for rolling stats was to roll in order for STR, DEX, INT, WIS, CON and CHA, and he would allow one switch after they were all rolled (i.e., no re-rolling, but if I wanted to WIS and CON scores I could). Thankfully, the dice were extremely well-behaved last night!
STR 16
DEX 13
INT 11
WIS 13
CON 13
CHA 6
Well, OK, except for Charisma... I decided that these were pretty good stats for a Fighter, and early on decided that the only way to play someone with a Charisma of 6 is to act as someone who thinks they are very charming, and can't understand why others seem to screw their face up at him or roll their eyes. Poor Manjeet.
I don't have a clear picture in my head yet of what Manjeet actually looks like; I'm thinking tall, shaved head but with a few days of stubble coming in around his chin. His family are artisans (again, the luck of a random roll; after my previous success with stats and maximum hit points everyone was rooting for my personal history to reveal I was a eunuch) so I guess he would be fairly well turned out.
When I first met Marich (David) and Anil (Patrick) in the forest they gave great short descriptions of themselves. Patrick said, "You see a short, squat, bald man." David: "You see Prince Harry in a wizard's robe."
A high point of the session for me was being the one to deliver the killing blow to Manesh, the Bandit Chief who we battled against last time. I think we were really well coordinated, and Patrick's idea to hire retainers and to kit them out properly worked well. Not only did they hold their own quite well in delaying large numbers of attackers, but because we bothered to armour them up they didn't just die as soon as an opponent looked at them.
noisms claims I was ridiculously lucky; a quick bit of calculation and it turns out he is probably right: there's approximately a 1 in 6.8 million chance of me being that "lucky". And that's before you factor in the max HP roll as well. I just see it as the dice rewarding me for the spectacular fails in the last session. I wonder if I will be so lucky next Tuesday. When you have a Charisma of 6 you really have to make your own luck I guess...
noisms method for rolling stats was to roll in order for STR, DEX, INT, WIS, CON and CHA, and he would allow one switch after they were all rolled (i.e., no re-rolling, but if I wanted to WIS and CON scores I could). Thankfully, the dice were extremely well-behaved last night!
STR 16
DEX 13
INT 11
WIS 13
CON 13
CHA 6
Well, OK, except for Charisma... I decided that these were pretty good stats for a Fighter, and early on decided that the only way to play someone with a Charisma of 6 is to act as someone who thinks they are very charming, and can't understand why others seem to screw their face up at him or roll their eyes. Poor Manjeet.
I don't have a clear picture in my head yet of what Manjeet actually looks like; I'm thinking tall, shaved head but with a few days of stubble coming in around his chin. His family are artisans (again, the luck of a random roll; after my previous success with stats and maximum hit points everyone was rooting for my personal history to reveal I was a eunuch) so I guess he would be fairly well turned out.
When I first met Marich (David) and Anil (Patrick) in the forest they gave great short descriptions of themselves. Patrick said, "You see a short, squat, bald man." David: "You see Prince Harry in a wizard's robe."
A high point of the session for me was being the one to deliver the killing blow to Manesh, the Bandit Chief who we battled against last time. I think we were really well coordinated, and Patrick's idea to hire retainers and to kit them out properly worked well. Not only did they hold their own quite well in delaying large numbers of attackers, but because we bothered to armour them up they didn't just die as soon as an opponent looked at them.
noisms claims I was ridiculously lucky; a quick bit of calculation and it turns out he is probably right: there's approximately a 1 in 6.8 million chance of me being that "lucky". And that's before you factor in the max HP roll as well. I just see it as the dice rewarding me for the spectacular fails in the last session. I wonder if I will be so lucky next Tuesday. When you have a Charisma of 6 you really have to make your own luck I guess...
Monday, 20 August 2012
Human Again
Two weeks ago my slug-man magic user Eki Ulele was killed in our regular OD&D game. noisms has hinted a little that there may be ways to raise characters from the dead in Yoon-Suin but has given no actual hints about how that might be done. That means that tomorrow I will be statting up a new character, and I've decided that this time he's going to be human.
And he won't be a magic user: after five sessions of getting knocked out and several where I've had spells that were often not useful - possibly, this was down to me not finding a use for them - I've decided that it might be best to go down the Fighter route. Our party already has a Cleric and a Magic-User, so I've decided that someone a bit hands on, covered in armour might be good. Playing as a Thief is tempting, but I'm not sure what the benefits of being a thief are in OD&D.
So I think I will be a Human Fighter. And I might play with the George Costanza path to decision-making: whatever my first inclination is, I will do the opposite. A pacifist fighter... Hmm. Maybe not.
And he won't be a magic user: after five sessions of getting knocked out and several where I've had spells that were often not useful - possibly, this was down to me not finding a use for them - I've decided that it might be best to go down the Fighter route. Our party already has a Cleric and a Magic-User, so I've decided that someone a bit hands on, covered in armour might be good. Playing as a Thief is tempting, but I'm not sure what the benefits of being a thief are in OD&D.
So I think I will be a Human Fighter. And I might play with the George Costanza path to decision-making: whatever my first inclination is, I will do the opposite. A pacifist fighter... Hmm. Maybe not.
Monday, 14 May 2012
Diaspora: Character Generation
There's a running joke in our gaming group that all of my characters are fundamentally the same person: this is perhaps a not uncommon occurence in gaming groups. noisms provides a helpful summary of things that my characters have been involved in (and I follow with a rebuttal of some of them). Given the crazy worlds that my characters are in, their actions seem fairly sane and logical to me!
However, when setting up my character for Diaspora it occured to me that it might be good to steer things from the start so that the character has a different direction, a lifepath that might take things beyond what is typical for my characters. Adding details of this in yesterday's post would have made the post much too long.
I like the way that Diaspora sets up characters; noisms ran it really well, leading us through each part. Essentially, you detail five phases of the character's life up to the present, and from each phase you get two Aspects, defining features, details, locations, weapons or characteristics for the character. We didn't get to any proper play yesterday, but we were told that you essentially invoke these Aspects when relevant in play to help influence the outcome of situations.
So this is what I wrote for my character, Silence Arizona.
Sunday, 13 May 2012
New Worlds, New Ideas
Yesterday afternoon I sat down with Patrick and noisms to start world-building and character generation for a game of Diaspora that we will be playing over the coming months. noisms is going to be DMing, and he has the Diaspora pdf so lead us through the generation part. It took us about three hours to get up to the point of having characters, and it was a really interesting process. noisms has already posted about it over on Monsters and Manuals, and one thing that I'm 100% totally behind is his assertions about creativity through constraints. Creativity is not straight-jacketed by constraints, it thrives in them, in the sense that being completely open to all possibilities leaves us swamped and unable to see the wood for the trees.
It's something that I see a lot through work as well: you ask a totally open question and people look really stumped, and inevitably give vague and general answers. Follow up with more focused questions and they say a lot more; having to think about things which are deep beneath the surface can be really valuable. In games - especially story games (I think) and with world-building it can go a long way.
I'll write tomorrow about the character that I ultimately generated (and the process, which has given me a lot to think about), but I'll finish by saying a few words about some of the cluster of systems that were generated. First, I really thought that the random generation (using a Fudge dice system) was great; it's amazing how generating three numbers (relating to Technology, Environment and Resources in a system) can then go such a long way to detailing what the system is like.
Second, I liked how the layering on of details really started the ball rolling - and like lots of creative endeavours, started connections forming. Humans look for patterns. We have no choice, we try to make sense of the world. For example, one of my systems, Feynman, has neighbours which have either better technology or nicer worlds, so as I start to think about the political and social structure there it makes sense to think that they would be jealous of their neighbours. My other system, Temperance, has extremely high tech but environments that are slightly hazardous - which lead me to think that the citizens might be dispersed in artificial habitats throughout the system, rather than mostly residing on a particular world.
Now we have to make the time to meet up and play!
...I was describing one of the worlds, in one of the systems we were creating, as being a water world, populated by Melnibonean-esque decadent epicureans. One of the players cut in, "Do they live on the surface in big floating cities, or under the water, or what?" And I was forced to think, "Well, where do they live?" And in answering the question more detail was added to the setting: creation by question in action.
There is a lot of power in this, and it applies not just during shared setting-creation type games like Diaspora: it applies in any kind of game...
It's something that I see a lot through work as well: you ask a totally open question and people look really stumped, and inevitably give vague and general answers. Follow up with more focused questions and they say a lot more; having to think about things which are deep beneath the surface can be really valuable. In games - especially story games (I think) and with world-building it can go a long way.
I'll write tomorrow about the character that I ultimately generated (and the process, which has given me a lot to think about), but I'll finish by saying a few words about some of the cluster of systems that were generated. First, I really thought that the random generation (using a Fudge dice system) was great; it's amazing how generating three numbers (relating to Technology, Environment and Resources in a system) can then go such a long way to detailing what the system is like.
Second, I liked how the layering on of details really started the ball rolling - and like lots of creative endeavours, started connections forming. Humans look for patterns. We have no choice, we try to make sense of the world. For example, one of my systems, Feynman, has neighbours which have either better technology or nicer worlds, so as I start to think about the political and social structure there it makes sense to think that they would be jealous of their neighbours. My other system, Temperance, has extremely high tech but environments that are slightly hazardous - which lead me to think that the citizens might be dispersed in artificial habitats throughout the system, rather than mostly residing on a particular world.
Now we have to make the time to meet up and play!
Subscribe to:
Posts (Atom)