Contact Information:
jay@vanishingtowerpress.com
Friday, January 26
Assassin's Guild Random Name Generator
Scott Malthouse posted a quick table which will give you one hundred random names for your Assassin's Guild. Here is the text thrown together for your very own one-click generator;
How To Create a Gangbusters Gathox Character
Starting work on my Gathox Vertical Slum campaign world with Gangbusters rules for a hope to be face to face game. Here are my initial character creation rules outlined for use at the first session.
Players
create their PC's by rolling dice to find the
characters' four starting ability scores. These are the standard
attributes listed in the Gangbusters core rules; Muscle, Agility, Presence and Observation. Feel free to
roll these scores in any order you wish. But unlike in the regular
Gangbusters rules, do not automatically add the ABILITY
MODIFIERS for each ability. Whether or not a particular ability
receives the modifier is determined by choice of character class.
A player may choose any one of the following classes for their new
PC. Read the description
for each character
class from
Gathox Vertical
Slum.
When you find one you like apply the ability modifiers listed below
for
that class to the
single
starting attribute named.
Street
Tough - Presence
Soldier
- Muscle
Martial
Master - Agility
Spiritualist
- Luck
Faith
Healer - Presence
Cosmic
Doctor - Observation
Hit
Points and Punching Score are determined normally. Following
are additional changes a particular Character Class will make to the
regular Gangbusters character creation process.
Street
Tough: While this militant receives an ability modifier only for
Presence, their Punching
Score
is determined as if they had received an ability modifier to Muscle.
For example; a Street Tough with a Muscle of 50 would have a Punching
score of 4 instead of 3.
Soldier:
Starts the game with the skill Public
Speaking.
Starting skill level is determined per standard Gangbusters rules.
Public Speaking in Gangs
of Gathox is referred to as Discipline
and the skill's general use and effects are detailed in the Gathox
Vertical Slum
setting book.
Martial
Master: Starts
the game with the skill Martial
Arts.
Starting
skill level is determined per standard Gangbusters rules. The
effects of Martial Arts in combat are detailed in Part 11: Optional
Expert Rules of the Gangbusters rules.
Spiritualist:
Their roll for starting Luck
attribute is done by applying an Ability Modifier to the percentile
roll before the score is divided in half. Their
power of Psychometry
can be used as described.
Faith
Healer: Their power of Lay
on Hands
can be used as described.
Cosmic
Doctor: Their power of Echoes
of the Future
can be used as described.
The
three Mentalists classes are still subject to random wild magic
effects as described in the Gathox
Vertical Slum
setting book.
Mutants
are created per normal Gangbusters rules. This means unlike the militants and mentalists listed above, mutants do receive Ability Modifiers. After attributes are figured then roll for their
mutations per Gathox Vertical Slum setting book.
Sunday, January 21
LotFP off the Shelf, again!
Today's
game session had the PC's leaving the city proper
hot on the heels of an adversary. I was prepared for the PC's to get
bogged down in more street to street action but the random encounter
I rolled gave them a slight advantage and they were able to allude
the major confrontation which threatened them at session start. With
increased freedom of movement the action quickly outstripped any prep
I had done. Going on vacation soon so truth is I really did no
prep for today's game.
We
are playing Renaissance but I include many LotFP adventure modules in
which to build my fantasy English Civil War world on. I'm not too
worried about spoilers here because I chop up all the published
materials I use to obfuscate what will come next. These are all
seasoned gamers and have tons of time in CoC adventures
so I know I have to work to keep things interesting. Including making
encounters mysterious even if the players have read the material.
Saying
I did no prep is not actually correct either. Because I like to
purchase quality stuff that meant I had just what I needed on my
shelf. Scenic Dunnsmouth was
about to see its first game in
live fire!
Now
this adventure module by +Zzarchov Kowolski is not one to use unread.
But I had read through the module when I initially bought it and even
used the built-in prep sequence to see what I had. Therefore I had
some idea how I was going to use the content. I just didn't remember
it all. What I did know was the
module was filled with detailed NPC's and locations and should give
me enough hooks and seeds to keep the hunt lively. The trick is what
to cut away. Not every NPC can be a psychotic nut-job devil
worshiping cannibal. Not
every location can be fraught with danger, otherwise “suspension of
disbelief” gets eroded and the campaign's uniqueness is diluted.
This just makes the module
the center of attention, not the PC's. The
other trick is to deftly incorporate the ongoing game events the
players are concerned with seamlessly
with the written material in front of me. So the events don't seem
forced or the PC's feel shoehorned into situations and their agency
has been stripped away.
Scenic
Dunnsmouth performed admirably.
I was able to scan locations
quickly and decide what would
be encountered first. Followed by the laundry list of NPC's I could
populate encounters with vivid personalities. This
gave the PC's buttons and levers to push, get some environmental
feedback as they figure out what to do. This also gives me time to
make picks. Who is false, what are the dead ends, and where would the
big bad go in this situation. I'm not saying walls of text and
endless detail are what is found inside. No, just that Kowolski
provides people and places which are interesting.
With my random name generator
I made earlier I was able to use the tried and true technique of
changing names. But not always. Because in the rush of gaming I
sometimes forget which name was assigned to which NPC. Peoples
& Places and Miscellania
were the two sections of Scenic Dunnsmouth I
relied on the most. PC's got folks to interact with, their suspicious
of everything which moves, I got only forty more minutes of game time
to fill…
I
don't want to make it sound like my whole game is one random table
after another, but random tables are an essential tool to keep me
from bogging down. Consistently LotFP adventures have given me these
essential ingredients; 1. Interesting
stuff for PC's to engage, and 2. Interesting stuff for me, the Game
Master, to mull over and what it could mean for the PC's future
fortunes.
I
also don't want to make it sound that whatever comes off the LotFP
press is useful to me. If adventure material does not fit my vision
I'm not going to use it in the game. My players deserve more than
just filler. But as I run more games not in the dungeon, without
those reliable thick walls to contain a session's activities, I find
this companies output gives me stuff to use immediately which
interests me at the table as well as my players. This is also the
easy part. Now things are set in motion. Now I need to drill down
into my ideas and my
originality to tie what was started by the PC's together into
horrible climaxes where all hangs in the balance!
Friday, January 19
Some Dolmenwood Tavern Adventure Hooks
All
who pass through Castle Brackenwold stop for a drink at the Four
Captains whether they are searching for work, information or
adventure.
The
following adventure hooks can be found out at the dirty, meager
tavern:
-
The lord of Castle Brackenwold is offering 500 gold(or silver) for the head of an insurgent peasant leader at the Shanty Wood woodcutter's camp. Those interested should report to the sergeant at the barracks. This is being advertised on a flier tacked on the wall.
-
A disinherited noble seeks brave men of honor to help him restore his estate which lies to the south east on the open plains. He is buying rounds of drinks in attempt to sway the disinterested local riffraff.
-
An exhibition to find a route through the unexplored Machswold is looking for stout explores to join their team. Those who help with the success of the exhibition will earn shares in the King's Trading Company. The troop of twelve explores is about to leave for Prigwort. There they will camp for several days as they prepare rafts to cross the Groaning Loch.
-
Two old sisters, one of them armed with an aged long sword, the other robed leaning on a walking stick, know of a ruined monastery. They believes there is a hidden tomb beneath, undisturbed, because it is protected by an unusual lock. There should be enough wealth in such a place to make everyone fabulously wealthy. She has an odd lodestone she claims is showing the tomb is not far north of the castle in the Brackenwold.
Here are the stats for the two old "sisters":
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