Friday 20 June 2014

I Adventerer

In 1982 I picked up my first ever Fighting Fantasy book at Tilbury library. I was not sure what it was or what it was about but it was about goblins, rhino men, apes with dogs heads and dogs with ape heads. Three names stuck in my memory "Warlock of Fire Top Mountain", "Citadel of Chaos" and "Forest of Doom". I flicked through them but only been 9 at the time I was not sure how to play them so i just read them like a normal book of followed the paths but did not really use dice or create characters. In any case we had no dice at home and at the age of 9 I could tell a good story but not write one. Then in 1983 in Mr Simpkins class (4th year senior school) Mr Simpkins said we where going to play "Citadel of Chaos" my teacher Mr Simpkin explained the rules and we started playing but did not get to far as the class was mostly confused about having to vote to make important plot choices and really did not get the dice and thought combat was a back door to teaching maths. I was sold. I went back to the library and actually started to play the game.
 



Thats same year Dungeons & Dragons the Cartoon came out and I finally found something I truly resinated with I always liked Hank the ranger but was very fond of Sheila the thief. I felt we had a lot in common been shy on the outside but been quite strong deep down. Now I met Orcs and Bullywugs  in colour and alive on the small screen. I was hooked so in 1985 when i was given a chance to join the schools D&D club as promoted by the History/R.E teacher Russell Tomlinson. 

Now I was able to really get into RPG and become an adventurer in my own right. Thanks to Chadwell Library I also had a chance to read the AD&D Players Hand Book and more importantly the AD&D Dungeon Masters Guide. What impressed me about it was the fact it had assassination tables, the magical properties of gems and the stats and abilities of various monsters.


 
Then in 1986 my Uncle David from New Zealand came to visit and he bought me FR0 The Forgotten Realms Box set and also the Grey Hawk Box Set, this was followed on my 13 birthday getting the Red Basic D&D Box set then that christmas I got my on copies of the Players Hand Book and the Dungeon Masters Guide.

In the mean time I had been running my own games based on my own system which I called Goblin Quest and which was set upon the Realm of Questar a planet on which a long time ago a space craft called the space ark had crashed. The ships computer then terraformed the world and started releasing the various races according to its manifest. I used Britain Knights, Battle Beasts and plastic Dinosaurs as miniatures.
These books and games allowed me to transfer the imaginary characters  I had role-played as a small child based on the characters I had read about in my dads old annuals and books into characters on paper with recorded adventures and written abilities. I no longer had to keep them stored in my head I could begin to keep a record of them.

So it came to past that the ages of 12 and 13 was a big turning point for me and saw the creation of the rather famous Goraxe Meridian who unlike Yar'rag Setab who had existed since I was 10 soon became far more fleshed out in my mind and because he carried out regular adventures he also seemed more real to me.
So it came to pass that I had finally discovered Role-Playing. With the help of G.M. magazine which started in 1988 and covered multiple aspects of gaming including Play By Mail, RPG and something I wanted to try immediately but would not get around to for real until 1991 LARP I began to understand the hobby I had stumbled onto almost by accident. 

Between RPG and 2000AD stories such as Summer Magic which sold the story of Luke Kirby a young child mage which led to the equally call series The Journal of Luke Kirby which expanded his world and told his story I finally discovered my place in the world. I was Gary Bates Armchair Adventurer!

Wednesday 18 June 2014

It is the name of the game!

It is the name of the game

I have recently been discussing the good and bad points about Role-Playing with my friends. For a long time now I have favoured games systems which are rules light and in which character generation is quick and easy. I like systems which can easily be adapted to existing campaign worlds and to ones I wish to create myself. I also like to be able to use that system in a whole different set of times and genres.

For ages I relied on the most excellent Advanced Fighting Fantasy System which is currently published by Arion Games and which is based on the Fighting Fantasy Solo game books first written by Steve Jackson and Ian Livingstone.

For me having only three to four stats, Skill, Stamina, Luck and possibly either Magic or Psi depending on the setting worked well enough for me. A simple combat system and magic mechanic rounded of all my needs.

For my fantasy games I tended to use their own game setting Titan. For my modern setting I used information from Agents of F.E.A.R and House of Hell two of the early game books. The book Agents of F.E.A.R is a super hero game and supplies you with states for thugs and criminals whilst House of Hell is a Horror setting in a haunted house.

For my sci-fi games I turned to books like Starship Traveller, Rings of Kether , Space Assassin and Robot Commando. Between them they give you enough aliens, robots, mutants and space rules to keep any games master happy.

Recently I have discovered I can get similar results from using Brave Halfling Publishing’s Dagger system. It is an old school rpg based around D&D but it has been stripped bare and presented so that children as young as 5 can use it. I was impressed with it. So much so I now have four campaigns running using the same rules
One is a Forgotten Realms Campaign. As a side note Forgotten Realms and the work of Ed Greenwood first came to my attention in 1986 and the whole setting just captured my imagination. My main campaign in Forgotten Realms using 2nd Edition Rules has been running since 1996 and my second Forgotten Realms campaign using 3rd Edition rules has been running since 2001. Now I have a third Campaign suing Dagger Rules which I play with my wife and Children.

My second Dagger setting I created for my wife. It is called Hunted and is set in a World War Z style world except with a bit of fantasy flair in the form of as many different types of Zombie as I could find in the various monster manuals I have collected in 30 years of role-playing. This game is very much players vs hoards and hoards of zombies. I have used some of the weapons from D20 Modern and I am enjoying it immensely.

The next campaign I am running is for my Monday Night group and is set in the back drop of 2014 Britain but a world where the British Experimental Rocket Group is a reality and where programmes such as Doon Watch, Quartermass, the Scaryfyers and   Torchwood are all real and work behind the scenes to keep jo public safe. The group work for the BERG and are currently investigating the mystery of the Doorway to Nowhere beneath Spellbrook Church.

The last campaign I have created is called have created a campaign Pax Britannica and is set in a Steampunk 1890 setting which uses two of the new Osprey War Game books, In her Majesty's Name and Heroes, Villains and Fiends as source books. I have yet to run this one but I am keen to get going.

The main advantage Dagger has over other systems is that it is quick to play, makes the DM and players think and role-play with each other rather than rule-play or get too bogged down in how a situation should be resolved. In my game resolution is based first of description and role-play then by a d6 roll to get a 1-2 on a D6 in order resolve something the players are not specialised in or a role of 1-4 on a D6 in order to resolve something they are skilled in, lastly we use a D20 to resolve combat or make a saving throw. Its quick, it’s fun and above all we have a good time and isn’t that why we Role-Play in the first place.

If I need extra info for my dagger games or a class that is not present I consult Swords & Wizardry (another excellent game based on the original game or D&D), one of my original D&D books, one of my 1st Edition AD&D books or even sometimes a 2nd Edition AD&D book.

I will confess whilst I play most editions of D&D with the exception of 4th I rarely mix third and 3.5 with my Dagger or Sword & Wizardry games. Well that was until Father’s Day this year (2014).
 

My Son and Daughter bought me for Father’s Day the complete Basic Fantasy RPG which as some of you may know combines elements of all editions from 3 backwards! I spent all week reading it and going over the modules and I am impressed to say the least. I have already created a character and I am raring to both play and DM.

Whilst talking about Father’s Day my Son ran me a game of Wilderness Warriors which is a game which takes elements of wind in the willows and Redwall and allows you to play sentient animals called Kind in a medieval setting. I play Bill the Badger also knows to fellow Adventurers as William Spellshaft. I am currently a 4th Level Male Badger Warrior-Wizard. Again the rules are simple short and to the point. The game is about having fun, not min-maxing or been a rule lawyer.
 

So my point. In the end our games should be governed by three things: 1) Having Fun, 2) Exercising our Imaginations and 3) Building up a whole load of memories of which we can be proud. I know I love reminiscing about past adventures almost as much as I do having new ones.

Role-Play should never be about Rule-Play or proving who can create the most powerful and unplayable character. It’s about spending time with like-minded people and sometimes maybe just sometimes saving the world even though those around us do not know it.

Monday 9 June 2014

Yar'rag Stetab? I Presume

Yar’rag Setab

Human Male Wizard & Former Thief
ex Student, ex Thief, ex Scholar, ex Wizards Apprentice

Yar'rag Setab was my first ever alter ego, persona and in an odd way role-play character. He was born of boredom, loneliness and an over active imagination. He was born in my bedroom on a day which was over cast and filled with rain. I was sitting at my big desk looking out of the window. Then as with now I loved to write in Black n Red books and although they where considered expensive when I was younger my mother had managed to pick one up cheap in Grays market.

It was a Sunday and I was bored, most of my friends at the time where stay in types and the weather was of no help. I did not have a computer, nor did we have mobile phones to play around with. I had been out horse riding that morning and was now utterly bored. It was then that I had the idea, I would start a journal, a captains log. 

However a nagging thought came into my mind, I had tried that before and it had never lasted or worked, how could I make sure this time was different. The answer write it as if I was a character from a book. I quickly modified that idea to no why not write it as if I was a character of my own devices.

I decided he would be a Wizard, but a wizard who had been a bit of a rogue in his younger life and so had some other skills to rely on. I did not want him to be a fighter, but I did want him to have fought and so I came up with my ex thief turned Wizard. In this I had been inspired by films such as Knights of the Round Table, 7 Faces of Doctor Loa (1964), Camelot (1967), Wizards (1977), Excalibur and Dragonslayer (1981) all influenced my choice in persona.

My room at the time was black, red and white and so would Yar'rags clothing. Black breeches, black shoes, sandals or boots with a white shirt. His over robes where black and red lined. A pointed hat was a must as was a plane black staff with a red knob on its end!

I started by imagining his study which was in his mage tower. A big high backed chair behind a big black oak desk a window which let out to a balcony and book shelves either side of the study door. Yar'rags Tower I named the Tower at the Edge of Reality.



The Tower became an important part of my life as did Yar'rag we had many adventures together, well not quite together as I was him and he was me. I would write up mundane events as fantastical adventures. For example one day I had a row with my parents and I wrote the encounter up as a battle with two powerful Ogres who I had disturbed whilst exploring a set of caves.

Trips to the sea side would become trips to the desert searching for lost ruins or dungeons, a visit to the library would be a day spent in arcane research, a run in with bullies on the way home and ambush by bandits and brigands.

Over time I added three other companions, my dwarven man servant Gortex. He was a dwarf with a shady past who had taken refuge in the tower after he and Yar'rag had helped each other out of a sticky situation involving undead!

Next came my familiars Boris (who was based on a toy Bogling I had received as a Christmas present) and Crow my pet raven who was based on a replica raven I bought with real raven feathers. I have the toys that all three of them where based on to this day and in my mind and on my adventures they still accompany me to this day.

I am shortly to begin a new set of adventures with Yar'rag and these ones I will be writing up in a journal and then writing up here to share with others. I am very grateful to Yar'rag as he has kept me san over the years and allowed me to experience some wonderful things and places such as the Great Sea of Stones, the Plane of Dust, the artificial planet of Hub, the Great Spell Moot and many more. Through him I have met general Tilia, the ranger Aelfgyth Elf Friend the shield maiden Mucca and her two brothers Curra and Wocca skilled hunters, warriors and trackers. Also Henri the Grey a mage of no small water and his friend father Bretwald of High Well.

As a scholar, a wizard and as a former rogue Yar'rag has developed an impressive skill set. These include Acute Hearing, Ancient History, Animal Lore, Anthropology, Art, Arcanology, Archaeology, Basic Alchemy, Basic herb Lore, Binding, Brewing, Bypass Security Systems, Climbing, Chronomancy, Computer Use, Conjuration, Dancing, Discern & Disarm Traps, Divination, Drama, Enchanting, Evaluate, Fencing, Folklore, History, Library Use, Local History, Monster Lore, Mythology, Navigation, Occult Lore, Orientation, Perception, Picking Locks, Pick Pockets, Planer Lore, Pugilism, Read & Write (Angelic, Black Speech, Dark tongue, Demonic, Draconic, Dwarf, Elven, Infernal, Stealth, Egyptian [Ancient], Greek and Latin), Research, Ritualism, Sleight of Hand, Story Telling, Streetwise, Summoning, Swimming, Thaumaturgy, Trans Dimensional Mechanics, Transmutation, Use Security Systems.

As well as those fairly mundane skills he is also noted as having: the ability to Hypnotise people, Iron Will, Lesser Telepathy, Object Reading, Sixth Sense, Sense Magic, Sense Magical Alarms, Telekinesis, Immune to magical scrying and locating spells, abilities and powers. Of course he is also a skilled spell caster and ritualist.

Even today I enjoy dressing up as Yar'rag and going on wild adventures and exploring the realms of my imagination.  I know that whilst I have Yar'rag with me life never needs to be dull, boring or mundane.

 
 






 




 
 



Wednesday 21 May 2014

Dwarves


Folklore, Fantasy & Fiction: Dwarfs

The party had been underground for several days now; they had come across the gates to one of the ancient dwarven tunnels just as their guide had said they would. It had been over grown with vines and mountain bushes. If the party had not been looking for the gate they would have missed it, so well had it been made? Eventually the adventurers had come to the staircase their benefactor had told them about. This was the true beginning of the party’s descent into the mountain, They had thought it would get colder the further they went down, they had thought it would get darker the further they went down and they thought it would grow quitter the further they went down only to discover that it was getting hotter and brighter and the noise of metal on metal was growing louder and louder. As the party turned the corner at the bottom of the stairs they saw the source of the light and noise. A group of six, short, hunched humanoids faces like old men, beards long and platted worked metal on a variety of anvils with hammer and tongs. None looked up as they continued to chant and beat a rhythm with their tools. The parties scout turned to his companions and said with a slight smile upon his face "these I believe are the dwarves you are looking for!"

In this post on my blog will be looking at Dwarfs and how they vary according to folklore, fantasy role-playing and fiction. As you will see although something does remain the same other aspects of these long time staple of the story teller have been altered to make them fit our more modern uses of them.

In Folklore

Dwarfs in Folklore are often depicted as old and ugly men with long beards and sometimes bent back. They vary in size sometimes been as short at 18 inches or 45 cm, other times been as tall as 4 foot or 120 cm. This change in height may well be due to their ability in Germanic legends to shape shift. Like so many other fairy folk it was said that Dwarfs could also turn invisible and many had the gift to divine and see the future. Almost all legends agree that the Dwarven people are skilled at mining, craftsmanship and forging magical weapons and items. Especially in Scandinavian myths they would make magical items worthy for the gods themselves such as Thors Hammer Mjollnir and Odins magical ring Draupnir.

In England the most famous group of Dwarves where called the The Simonside Dwarfs also known as Duergar from the Simonside Hills in Englands Northumbria. These creatures where both ugly and evil and meant mortal kind nothing but malice which they extended towards the livestock and pets of man as well. You will notice that the word Duergar was used by D&D to denote their evil grey dwarves.

In Fantasy

The dwarves of the Warhammer world have been made famous by Games Workshop both through Warhammer Fantasy battle and Warhammer Fantasy Role-Play. In the first editions of these games dwarves whereas before mountain dwellers who preferred to live in the tunnels of the Old World and who made excellent smiths, miners and stone workers. They could create magical items and weapons by use of runes and although you had dwarf wizards they had fewer spell points than other races. In latter editions less and less empathise was placed on dwarves and traditional magic instead the system moved dwarves onto rune magic and began to ignore previous references to dwarven wizards and even clerics. Again dwarfs lived longer than humans, where tougher and stronger and could see in the dark but to continue a theme of many version of dwarfs they were a dying breed.

In early editions of Dungeons and Dragons Dwarfs where portrayed as very similar to Tolkien Dwarves, they were excellent miners and metal smiths, see in the dark and able to make great and powerful magical items however the only magic they could wield came from the gods and no Dwarven Wizards or even rune smiths existed. They received excellent bonuses to saves against magic and some magic items could even switch of if a dwarf touched it. As one edition bled into another and Dungeons and Dragons started to allow greater individualism when creating characters it became possible for Dwarves to have Wizards and Sorcerers. Some settings also provided us with a greater number of Dwarven Sub breads such as Mountain Dwarves, Hill Dwarves, Duergar (Grey Dwarves who could turn into giants and become invisible), Derro (Latter to also be identified with Gnomes), Jungle Dwarfs of Chult in Forgotten Realms and the Dwarfs of the great Glassier. On Kyrnn we got to meet still other kinds of  Dwarf such a s Gully Dwarves, Sundered Dwarfs who no longer had a dwarven hold to call home and of course the evil and sinister Theiwar. Each of these types of dwarf challenged the sterotypes of previous types of dwarf however all still retained a lack of arcane ability, which considering the mystical nature of the Dwarves of folklore is quite odd.

Often in role-play games it is the evil dwarves who have more special powers and seem to better reflect the fairy dwarves of folklore.

In Fiction

In fiction writing most authors fall into two camps those who try and portray dwarves as they are portrayed in folklore and those who stick to the image given to dwarves by J. R. R. Tolkien. In both the hobbit and the Lord of the Rings dwarves (Tolkien used the term Dwarves rather than Dwarfs throughout his writing) are more than able to walk in day light however they lack any kind of magical power save that they can craft magical items. They are still great smiths and minors and motivated by greed. They are on average not much smaller than men but much broader and live longer some 250 years on average but are not immortal. Little is mention of Dwarf Women.

In Terry Prachetts Discworld novels Dwarfs are also minors interested in gold and iron. They are not very religious but do have gods just in case. Up until recently Dwarfs on Discworld have not really bothered much about gender and both male and female dwarfs have beards. This may change now several female dwarfs have got involved in feminism. In Discworld dwarves live until about 300 fight with Axes and wear chainmail as a matter of course. They have a very literal understanding of the world and to many dwarfs it is more important that a dwarf acts like a dwarf than actually biologically been a dwarf. Unlike in other worlds where dwarfs suffer a strong dislike of Elves and Goblins on Discworld it is the Trolls they dislike the most.

The dwarves in the Spiderwick Chronicles by Tony DiTerlizzi and Holly Black are far more in keeping with the dwarfs of folklore. Again short and bearded these dwarves work with iron and stone and make excellent blacksmiths, minors and weapon smiths. Young dwarfs have skin the texture of stone which as they age takes on a more polished almost marble like appearance. It is also made clear that dwarfs are a type of Fairey and whilst the elves are part of the nobility the dwarves are true workers. They live under ground, only come out at night as the sun harms their eyes and are able to turn into rocks or tree stumps albeit with a distinctly dwarf look about them. It is also true of Spiderwick Dwarfs that they are supernaturally strong. Again they do appear to be greedy and ruled by a certain desire for wealth and a fascination with machinery.

Tips for making Dwarves fun

Why not take a leaf out of the folklore and make dwarves turn to stone in day light this does restrict their use in campaigns where dwarves are player character races however it does give them limitations to offset the fact that most dwarves are able to craft magical items, are extremely long lived and all-round tougher than most humans. Also do not be afraid to allow them to have rune smiths, alchemists, enchanters and other kinds of wizards. In legends Dwarf Magic is supposed to be very powerful, dwarves make magical items for gods after all. Combine this with the ability to see into the future, shape change and become invisible and you have a formidable hero or villain. In my own story telling I use Dobbin a Dwarven Wizard,  he has skills as an alchemist and as a rune master as well. He has overcome his weakness to the sun through use of a magical ring he forged. He is able to shape change and uses his powers of divination to guide my players in their adventures. He is knowledgeable about enchantments and enchanted items, creatures and lands. A skilled smith when younger he now devotes himself to the arcane arts. He has knowledge of runes but is no rune smith. Although greedy his greed has altered from a desire to be rich and have gold to acquiring magical lore.

 

Wednesday 14 May 2014

Goblins


This Blog is based on an article I wrote for Seaxe Magazine in 2013
Folklore, Fantasy & Fiction: Goblins

The adventurers creep steadily along the dark, dank corridor of the dark wizard’s castle, as they approach a large wooden door they call their thief forward to check the door for traps and to see if he can hear anything on the other side.  The door is old and the lock in poor condition it appears to the experienced dungeoneer that the lock has not been used in a very long time and that the door as a whole is free from traps. Content that the door itself offers him no harm the veteran rogue places his ear against the wood of the door and listens. Something lurks beyond, perhaps it is one of the necromancer’s apprentices, maybe some of his undead minions or maybe some terrifying beast summoned from beyond the void. The burglar steps back and quietly informs his adventuring companions of what he heard. Stepping aside he allows the parties warrior and cleric to come to the front taking a hold of the door’s pull ring the thief pulled the doors open allowing his companions to rush in only to face…

Goblins are often the stock minions of many dark wizards, evil warlords and frightful demons, not to mention Dungeon Masters and authors. In LARP, table top role-playing and even war gaming they are used time and time again to ware down players ready for their master or even bigger creatures to give the heroes a real challenge. This article is the first of a series which will look at a different creature from folklore, fantasy and fiction and examine how it can be used to much greater effect in our games and storytelling.

Each article will take a look first at the historical and folklore aspects of a creature in this case Goblins, it will then look at how they are used in role-playing and war gamming before taking a look at how they are portrayed in fiction. Each article will include ideas of how new life can be breathed into these traditional and often stock monsters.

In Folklore

Goblins have existed in Folklore from some of the very earliest oral traditions, often considered as a weaker, evil variety of fairy creature these short beasts are considered malicious and spiteful, willing to work harm against mortals as if it was part of their very nature. Goblins in folklore vary in size, shape and general appearance, this variety does not always only come about due to a change in location even goblins inhabiting the same town or village may be described with wildly different features and abilities. This may have something to do with their name which is Latin for uncertain origin.

Goblins may well be a different set of races all linked by their evil attitude to life and all things beautiful. However for the purpose of this article we are going to assume they are all of one race and that, that race is varied in appearance and ability.

For the most part goblins in folklore are commonly described as been either as short as a fairy, maybe as small as 15 centimetres or as tall as a gnome or dwarf or approaching one and a half metres.

One thing is universally common amongst almost all goblins and that is their mean spirited natures, goblins dislike anything of beauty and in folklore where often used to scare children into behaving. Goblins will harm household pets and livestock and are usually said to be carnivores although like many fairy folk they do not always have to eat instead they simply like the taste. They love to play tricks on others especially the old and the young and are not above killing people as part of their games.

Goblins will either live in packs in grottos and underground places away from the sun which either blinds them or kills them out right depending on the legend. Some goblins usually the solitary ones will attach themselves to a household and steal trinkets and cause poltergeist like activity to occur driving any decent family away. Many goblins where thought of as been nomadic but considering their fear of sun light and need to be out of the sun during the day light this might not be true especially today as opposed to when their where vast areas of untamed wilderness in Europe.

Goblins in folklore can be quite skilled at making things however due to their lazy natures they would rather steal what others had laboured to create.

Goblins are often attributed with the powers to sourer milk, cause farm animals to go lame and turn invisible so that mortals cannot see them.

It is said by some that Goblins originated in France but spread out across Europe. In this tradition they sprung from a cave in the Pyrenees Mountains where they had dug their way up from deep within the earth. In some legends they were said to have been created by Ghob the same being who created the Gnomes but where the gnomes where benign and caring the goblins where filled with malicious hatred for all other things.

In Fantasy

In Fantasy settings goblins are often have green coloured skin and sit at the bottom of the pile when it comes to other larger types of goblin such  as Hobgoblins and Orcs. Although quick and cunning they are rarely strong or intelligent and soon come under the sway of bigger types of goblin.

In most role-play games and war games they lack any special magical abilities although some may become shaman and whilst capable of making stuff for themselves they would rather be led than lead and rather steal goods from other races than make their own.

One reason they make excellent minions is their laziness, once employed they will stick around in order to dispose of food, waste and even the enemies of their master. If intimidated regularly by their master and given the odd gift or allowed to keep some of the spoils of war they will long serve their master.

In these settings goblins tend to use short one handed weapons or short bows which they can become extremely proficient in. Because of their cunning they often make good thieves and assassins it is only their greed and lack of discipline which causes them to fail in these areas.

In fantasy settings Goblins are often said to hold gnomes and dwarves in particular hatred and compete for land and treasure. Most fantasy settings give goblins a fixed size or appearance although there may be several sub races of goblin which have slightly different appearances and abilities.

In Fiction

Goblins become even more varied when you look at them in literature. They first shot to fame in J. R. R. Tolkien’s the Hobbit. It is often this depiction of them that is used in most fantasy role-play games and war games. Again here they lack any special powers other than been able to see in the dark and been good at making and setting traps. They do of course also have the ability to speak to and befriend wargs.

In more modern fiction J K Roweling portrays them as bank managers and treasure hoarders. They are also skilled silver smiths and much more intelligent than in other books. They appear to be able to hold their own against wizards and are able to construct elaborate traps and magical items.

Recently Goblins have been given a new lease of life in the books of David Melling and Philip Reeves. Melling introduces us to a different type of goblin in each of his books starting with Stone Goblins, whilst Reeves introduces us to a Goblin Hero and the goblin settlement of Clovenstone, in his books goblins come off as been likeable and even goes as far as making dwarves the villain of his second book.

Tips for making Goblins fun

With regards goblins it is far too easy to make them into disposable monsters who the players kill in their thousands. If goblins where not capable of looking after themselves with all the creatures which prey on them then they would have died out ages ago. If you want to make them more of a challenge for players borrow some ideas from folklore and give them the powers of invisibility just like Tony Diterlizzi and Holly Black did in the Spiderwick Chronicles. This one power will easily make the creature more dangerous and fun to use as will allowing them to dispense minor curses or jinx their opponents once or twice per day. Add to them the ability to set and use traps makes them a lot more formidable and interesting to use.

I did this with an npc goblin in one of my games that goes by the name of Snitch who uses skills as a 5th level thief and has the innate abilities mentioned above: Invisibility three times per day and jinx once per day. He is also a skilled trap builder. He has become a henchman to the parties Fighter who intends to make him his squire and the two have become quite a duo. He is played as a grovelling and snivelling character who is keen to live and not put himself in to much danger. When people are not looking aspects of his evil alignment come out such a skilling subdued prisoners and steeling anything the party has not claimed. He is also sarcastic to players who annoy him and offers to kill them for his new lord and master who always replies with NO SNITCH!
Another goblin I had fun with was Nesk who was a throw away encounter on level one of under mountain. In my Forgotten realms campaign he became a Humanoid Bard from the Humanoids hand book. After he was captured rather than killed by the party. He started to watch the parties bard and rogue and soon started to progress in this area becoming one of the PC's henchman. His knowledge of his own people became very useful to the party and he earned more and more respect in the group even been given equal shares of any treasure they acquired. He finished the game as a 6th Level Humanoid Bard and has since been used as a npc and mentor for other groups and players in a whole range of systems. Next was played as a pretty intelligent goblin from the start and more than meets the eye sort of character this was evident in the way he used a npc Hobgoblin as his body guard.
Goblins really do not need to be throw away characters and can run a whole spectrum of personalities. Even as villains and as random encounters they can be fun and challenging. What's important is that you never let them get to stale or to predicatble.

 

Tuesday 13 May 2014

The British Experimental Rocket Group Campaign

On Monday 12th of May 2014 at 8pm (ish) my new British Experimental Rocket Group campaign using the Dagger RPG system by Brave Halfling Publishing Started.


My group made up of members of my LARP and RPG group Seaxe & Sorcery consisted of four players, each playing a member of a BERG Investigation team. The team was as follows:


Rob -  Dr Tobias Cubic - Engineer (Team Leader)
Paul - Dr James Rock - Behavioural Psychologist
Dave - DI Gareth Turner
Ryan - Professor Felix Junior




The Party where given the following brief:




Brief:


On Friday 25th of March John Childes a builder and owner of Childes Engineering was coming to the end of a project to re-enforce the roof of Spellbrook Church is Essex. As they moved into the North east corner of the church the scaffolding gave as the floor beneath it fell through. No one was hurt and soon the debris was cleared away to reveal a small but deep hole. It was soon revealed by the builders and the local fire brigade that there was an unknown basement to the church. Even odder in that basement was a set of stairs which led up to a doorway which let to nowhere.


Since then the local council and county council have had engineers inspect the area as well as archaeological experts. It has been revealed that the cave, stairs and door way where built using a classical style however the stone was 2000 years older than the original church which had been built on this site. Even stranger the stone gave of a low level of radiation and a small electrical charge not enough to cause harm but enough for equipment to show that the background count was less than that given off by the arch.


Once the room was cleaned up it also seemed that once a disk about 2 metres wide once sat upon the wall at the bottom of the stairs. The disk whatever it was is now missing. Further examination of the area showed that there were no other subterranean buildings present. What was odd was that a quill from the 18th Century had been dropped in this very room there was also a hooded lantern with a burnt out oil jar in it. Both items had showed little sign of decomposition which indicated the chamber had been fairly dry and air tight. How they came to be in the chamber was unknown.


The floor was pieced together by local forensic lab funded by the churches insurance company only to reveal that the floor had not had any secret doors or trap doors built in it and also that there was no reason for the floor to so weak. It has been proved that the stone however is younger than the rest of the church floor been made of stone brought in from Cornwall in about 1782-3 whereas the rest of the floor was put in in 1666 and came from wales? Since the discovery mobile phone calls and wireless communications which had never been reliable in the area have been almost impossible.


You have now been called in by your boss and told that you have been hired by the government to investigate matters further one of the old primary school halls (a new school was built two years ago) and the old heads office and staffroom has been given over to the BERG for the duration of the investigation. Your job is to find out as much as possible about this cave/ cellar and the doorway. The Village Council is not keen on you been there however the county council and Essex Police and Fire Brigade are and you can call on their limited resources for help if necessary. For the most part your bosses would prefer you to keep this as in house as possible.




 
They where given the following set of hand outs, of the old village school that they where going to be using as a forward HQ, the Church and the room which was revealed below the church in the accident.


A list of support personnel was given to them and a list of relevant NPC's. The investigation was about to begin.


Spellbrook is a real village in England, however to fit into my campaign I moved it to Essex near the villages of Riddlers Hamlet and Hobbes Cross. I also introduced a slightly more sinister and competent "Vicar of Dibly" Style council which runs the three villages.


It is my intention to write up each game session and share with people how this adventure went. As I go I hope to improve my Blog and learn how to up load pictures and the hand-outs from the adventure.





 

A past adventure in a park not to far away from my home

After a rather pleasant afternoon and early evening with family celebrating my nieces birthday (by the way uncle bob is a descendent of one of Kali's avatar). I was walking home with my son and daughter both of whom operate on several planes of reality at once we noticed  a man standing by the lamp in the park by my house. He was leaning, his back against the wall of a house one leg straight the other bent against the wall for support. 
He turned and watched us approach as we got closer I spoke "And who sir might you be good sir?" To which he lent of off the wall and standing their a little over 5 foot, 10 inches, dressed in a grey three piece suit, smart black shoes (leather of course and hand made by a skilled cobbler goblin from the Black Forest in Germany). 
He was also sporting a pair of silver rounded spectacles, which seemed to suit his short cut blond hair and rounded face. "I am Christopher Cross, my good fellow and I am here to help you get to where you are going, all be it via a slight deviation". 
Well I thought to my self I had opened gates to the happy hunting grounds in this park, fought snake men, ghouls and zombies, I had spoken to gnome sages and entered the realm under the mounds so why not meet a person who was going to take me on a detour. 
"Well" I responded "may I ask where we will be going". He smiled and made a long sweeping gesture with his left arm and uttered mystic words "~*<!>.^#}{+':-" (obviously to use real magic words here would be a recipe for disaster as you all went out made sweeping gestures with your left arms and travelled to other realms). 
As he finished a bright blue light flared up and a hole in time, space and reality was created. He gestured me to step through. Of course my children wanted to come with me but they where needed at home. So of they went as I entered the portal ready to visit another realm. 
The realm before me was one of empty blue skies, ruined buildings and roads fallen into disrepair. 
Unlike most ruined realms the plants and animals had not moved in to replace the creatures whose city now lay empty before me. The world was silent except for the wind and the foot falls of Mr. Cross behind me. "So where are we Mr. Cross, what nightmare realm is this."   
"No nightmare realm we will visit one of those latter, no this is a realm visited by the Core Lords, known simply to most as the Core."
"Yes I am aware of the Core" I interrupted. "They are an alliance of evil forces which seek to destroy existence one reality at a time. So called champions of entropy and the ultimate corruption of cosmic law."
It was then that I noticed my guide was a little annoyed by my interruption and so I shut up.
"Well if you are quite finished I will continue. This realm was once called Urath Prime and was a realm slightly more advanced than your home plane and where psychic power and technology where of equal standing and importance and occult science was taught openly and treated with respect."
" I might to have liked to visit it whilst it flourished" I replied almost dreamingly.
"I dare say you would and perhaps you will, or already have but are yet to realise it. In any case the Core came 100 years ago to this realm and by deception and low cunning they brought low the defences of Urath and far to easily enslaved or destroyed its people." 
He looked both angry and upset so I gave him some time before asking him to continue.
"In any case I was called to this world and asked to fetch you and so that is what I have done, now please fallow me."
We walked down empty streets, each showed signs of damage similar to battle scenes of Middle East towns I had seen on the news. Broken and burned out vehicles where everywhere as where the bones of the dead often in piles, some times only skulls remained. 
Eventually we came to a building which looked like a great library or museum or perhaps combination of the two. As we entered we passed two great statues of griffons standing tall and proud. I could feel an odd energy radiate from them.
As we entered the front foyer it looked more like a cathedral than a library. "Over here if you please." My guide gestured to a sign which I could not read but which I guessed meant reading room from the icon which accompanied it.
As we entered the room I could not help but notice the room was dominated by a desk made of crystal on which where books, scrolls and crystals of various sizes. The room was lit buy light giving globes which floated about half way up the wall and the roof was designed to amplify the light.
As I looked and wondered a form began to form by the desk, as the smoke coalesced they took the form of an elderly humanoid,a most human except he was thinner with a slightly enlarged cranium and larger than normal eyes. His nose was less pronounced than a human and his clothes looked as if they would have fit in a 1950s science fiction film.
I stood back and looked at my guide however he seemed to be expecting my guest and I dealt oddly calm rather than afraid.
"Greetings man from earth I hope your journey has not been long or difficult, I am afraid I would have brought you hear myself if it was not for the fact I am dead".
I must confess I was both a little shocked and surprised that I was talking to a dead man. In my experience the dead usually wanted to kill me.
" How may I help you it would seem you have the advantage of knowing who I am whilst I do not know who you are".
"Oh yes" he continued without breaking stride. "I am Professor Illian Zenn a scholar of Arcane Studies or rather I was before a Core assassin killed me. However I was able through mental dis appliance and a spell I was able to cast before dying to hold my soul hear on the mortal realm until I was able to finish my task."
"If you do not mind me asking what task is that has kept you here." 
He looked directly at me and for a moment his mood changed. "Stop the Core!"
"Is that why I am here?" I asked.
"To a degree you are right, you are just one way in which I can get back at the beings who brought ruin to my world. I have information you can trade with the Scorpion Sage in order to bring you closer to finding the Ancient Forest of the Elves. He can also give you details of the Council of thirteen beings that are said to lead the Core. If I give you the information will you bring me the knowledge of the dark council in return?"
I did not really have to think about it. I hated the Core and all they stood for, they annoyed me as much as the Dwellers beyond the Void and the Council of Night so my answer was an easy one.
"I will do as you ask and if I can cause harm to our mutual enemies along the way I will."
He nodded and suddenly a book, a scroll and three gems lifted from the table and moved over to me. I took hold and placed them in my dimensional pouch.
"How will I contact you if I need to."
The ghostly Professor pointed to Mr. Cross. "Christopher will work with you and he will be able to give you something called a phone number so you can contact him."
"Thank you good sir I will pass this onto the Scorpion Sage and perhaps we will both get what we want."
"I hope so" the spook sage said " however I must go now and rest I have been projecting to much recently and I am some what drained until next time may the light be with you."
That said he vanished.
"Well Mr. Cross shall we go"
"By all means Mr. Bates"
We left the library and walked back through the streets until we arrived where we had arrived. It was time to go home and make a record of my tale.


Tuesday 22 April 2014

Dagger

Dagger is a role-play game produced by Brave Halfling Publishing under the open games licence and is a derivative of the original game or as most of us would call it Dungeons & Dragons and uses common elements of old school game mechanics which anyone playing Swords and Wizardry or Labyrinth Lords will recognise.

So what makes Dagger any different from all the other retro clones and other games produced under the open games licence. Well for a start this version of the original game is aimed at children as young as 5 and uses a stripped down system which has such innovations as no ability scores, using only the most basic character classes and using only two resolution mechanics.

The game can either be down loaded for free in pdf. This version is even more rules light and only contains the bare bone of the game, it is in black and white and consists of only nine pages.

The version you pay for is also excellent value costing only $1 US or about 60p UK with no postage and packaging as it is sent to you in PDF. This means even if the game was rubbish you would not loose any money in getting yourself a copy. I an assure you having no played the game it is far from been rubbish. 

This stripped down game allows you to create characters in less than a minute and get right into the game. If you are using it for what it was intended for and that is introducing children as young as 5 to table top role playing it does exactly that. It provides them with enough of a frame work to get to grips with what role-play is without over complicating things.

I will start by looking at the character sheet it has on one side a nice big box for the player to draw their character. Next comes the characters name and then their class. Under his it has a box for special abilities and a box for equipment.

Along the other side of the character sheet you will find a large Square for the player to record their Level, underneath we have a pentagram for hit points, a shield for armour class and finally a circle for saving throws. The character sheet is completed by a small grid to record to hit armour class. The publishers are very careful not to call it THAC0 however.

So how does this relate to character generation and the rules. Well ignoring the character name and sketch for a moment lets take a look at class. A player may choose from playing a Knight, Wizard, Elf, Dwarf and includes the optional character class of Halfling. This is very similar to the old Dungeons and Dragons we see in the Red Box Set and the Rules Cyclopedia. The Knight and Wizard are humans.

Each class comes with set abilities and set beginning equipment. Their are no Clerics or Thieves. This I guess is because the game is aimed at children. By taking out clerics you do not have to deal with messy questions about gods and religion. By dropping the thief you can avoid moral questions about why are we playing criminals. 

The fighter is renamed a Knight and has the best Armour Class and the best to hit role. They start with plate armour and a shield and a sword. The Wizard is the main source of magic in the game. They have no armour to start with and cast spells from their staff which allows them to have two spells per level. They only get to choose from four one of which any veteran of D&D will recognise as been a cleric spell.

The Elf is effectivly a Fighter-Wizard, they have a bow and a wand which allows them to cast 1 spell per level. Their armour class is not as good and neither is their to hit role. The Dwarf is an axe wielding, chain mail wearing warrior.

Halflings are small and quick and good at sneaking around been almost silent and invisible. The have a sling and an AC of 6 even though they only have a shield.

All characters use the same dice for hit points a D6 per level and share the same experience point table. As their level goes up their saving throw improves as well. It is also possible for all characters to search, listen and open doors. Again a simple D6 is used to resolve this. Between this simple D6 roll or the saving throw you do not really need anything more complicated to see if players succeed or not. 

Combat is quick and effective and is resolved by comparing your opponents armour class with the number you need to roll above on a D20 to hit. If you you then apply damage. Damage is usually rolled on a D6 which is quite lethal at first and which remains that way if you are unlucky with your dice.

This means even as you level up combat never becomes as easy  as it does in other systems. Whilst talking about level the core Dagger book only takes players up to 5th level so at best a Fighter will only ever have a maximum of 30 hit points. Of course you can get a Wizard with similar hits but at this stage that does not really matter. Most weapons and monsters in the system do D6 damage some like Dragons and Giants do more. I fond with adults this helps them to lean to respect monsters more and to keep a distance and plan attacks better. 

It also teaches the younger players the importance of not just wading in as they soon see their hit points fall. 

When I first got Dagger I did two test games one with veterans. and one with a mixed group of children aged 5 to 11. The adults went for one member of each class, whilst the Kids chose two knights both played by boys one 5 the other 6. One of the girls a 7 year old chose a dwarf because thats what her mum played and the last girl an 11 year old chose an elf because she wanted to have magic and be able to fight.

Both groups soon leaned the folly of fighting goblins with no plan. It was interesting seeing how the veterans had simply dismissed the goblins as a threat after one clash which saw the knight go down and their dwarf and elf on half hits with the elf out of spells for that go. That left a wizard and Halfling facing of against 6 relatively uninjured goblins. Even latter as they went up in level they never again under estimated their goblin foes.

For the kids they learned two valuable lessons if you co-operate you can slay more monsters and are less likely to get hurt yourself and that missile weapons are wonderful for keeping yourself alive but letting you defeat monsters!

As I mentioned earlier Magic is very simple their are but four spells per level from which the Wizard and Elf can choose from. One is combat based, one healing based, one manipulation based and one more adventurer based. This works quite well to begin with and it allows younger players to learn their spells of by heart ready for when they move onto one of the more complicated versions of the game.

All of the spells come with a full description and the relevant information needed to cast the spells and apply the results.

Their are clear tables which explain to hit roles and saving throws for both player characters and monsters. This makes things easy to read and find in the booklet all of which speeds up play and that is defiantly a strength of this game.

The book also comes with its very own monster section detailing some of the more common monsters found in traditional old school games. This means the referee can be ready to roll in minutes and it only takes an hour or so to read through the rules in the first place.

Well as you might guess I was really impressed with this game. It does not claim to be new and revolutionary instead it takes a well established game system and successfully adapts it for younger players. It actually makes role-play games accessible to children and provides parents who role-play with a tool to include their kids.

It makes a wonderful bridging tool to take children from story time to role-play time. The game mechanics are simple use either D20's pr D6 tweo of the more common polyhedron dice available and provides parents and referees with a system which is ready to use, and cost effective.  

Even as a game for adults it is so rules light it may well appeal to free formers as well as traditional gamers and it is easy to expand on using other classes and spells from other products.

I have already added clerics and thieves to my fantasy games and have created a campaign set in a Steampunk 1890 setting called Pax Britannica which uses two of the new Osprey War Game books, In her Majesty's Name and Heroes, Villains and Fiends as source books.

Overall I would rate this game 5 out of 5, a game for children which actually delivers without loosing site of its objectives.