Yearly Archives: 2011

Fantasy Pantheons: Deities are more fun when there’s more than one

For a long time, I’ve felt like there was something amiss with the way many fantasy games handle gods. It’s take me a while to put my finger on exactly what the problem was. It finally hit me today when I was re-reading an old Dragon magazine with an article giving mechanics a PC cleric can use to convert an NPC to his religion. Here’s what I realized: most games approach pantheons of deities with a very monotheistic mindset.

It make sense. We live in a world where monotheism is the norm. Religions have one god and that god oversees all aspects of life. Place all our devotion on the one deity who aids and helps us no matter if we’re experiencing money problems or problems with our spouse or kids. We are expected to hold fast to the one singular deity we embrace.

Not so in the pagan world. In a world of pantheons, clerics would devote themselves to one particular deity, but the average person held fast to the gods of his ancestors. Sure, a person might feel a particular closeness to one deity of the pantheon more than the others, say the way a farmer would most likely feel closest to a goddess of crops or fertility. But that would stop her from saying a prayer to the god of oceans, should she need to make an overseas trip. The concept that the goddess of crops would then be offended by this would seem very strange to this farmer.

In a way, you could think of the pantheon as a single god, with each of the individual gods and goddesses as merely aspects of that one deity. Who you prayed or made offerings to would depend on what you needed. Crops withering in the fields? Pray to the god of water to bring rain. Need a husband for your eldest daughter? Pray to the goddess of marriage to find a suitable candidate. Perform regular rituals to the head of the pantheon to assure a stable country.

Using this thinking, a non-cleric character wouldn’t necessarily have to choose a particular deity, but could still be considered very devout.

[Image courtesy of  lizardrinking via Flickr Creative Commons]

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Creating the Adventure Outline: Using Adventure Seeds/Hooks/Starts/Ideas, pt. 9

flow chart to help dog determine if he should eat something

We’re finally down to the last post of our series on creating full-fledged adventures from adventure seeds. Up to this point, we’ve chosen our idea, asked and answered questions about it to flesh out the necessary details, and determined what events we need to create. Now it’s time to create our adventure outline.

Organize Events

Now that we have our list of events, we need to pull them together into a step-by-step plan. We need to take each of the events we created part 8 and put them together into a single adventure plot line.

For this step, you need to be able to move your events around. Index cards are extremely helpful for this. Write each event on a separate index card. Then lay the cards out on the table or floor (somewhere you have plenty of room to maneuver). What events logically belong together? Which events need to come first? What events are caused by other events? Shuffle events about until you come up with an order of events you like and that makes sense.

Write Flowchart/Outline

Write this order in an outline or flow chart format. To write a flow-chart, place your first event in a box at the top of the page. Draw arrows pointing away from this box, one for each possible action the PCs could take. At the end of each arrow, draw a box and write the event that will result from that action. Repeat for each event you have until you reach your final event.

Sometimes there are multiple actions the PCs could take to arrive at a particular event, or an event farther down the chart could lead back to an event listed earlier. Connect these events with arrows, labeling each arrow with actions the PCs could take.

With a flow chart, if your players miss an event, or skip to one further down the chart, you can jump to that point and see instantly if they’ve missed any crucial events or information You can then improvise a way to lead the PCs back to the events they missed Creating a flow chart can also help you see if there are any “holes” in your adventure. These usually come in two types:

  1. Dead-end events that serve no useful purpose. Throw these out.
  2. “Orphan” events that are important, but nothing leads to them.

You may find you don’t know how to get from one event to another. For now, just put an empty box in the flow chart to represent these missing steps. You’ve got a couple of ways you can fill this box:

  1. Brainstorm until you come up with something to tie the events together, perhaps using a mind map.
  2. Run the adventure and hope your PCs think of a way to get from one event to another.

Which method you use depends on how creative your players are and how comfortable you are with improvising. It often helps to wait until you’ve outlined the rest of the adventure, then come back and fill in these blank spots. Solutions may come to you as you work.

Some GMs can run with just the flow chart, others will need to write out their adventure in detail. No one way is better than the other. If you need to write out the adventure before you run it, by all means, do so. This step comes after you create your flow chart. Even a GM who runs well “off the cuff” will need notes on locations, monsters, and NPCs.

Use this flowchart as a guide. Be aware that your PCs will probably change the order of events. Still, it’s good to have an idea of at least one way through the adventure. This way, you can drop hints and add or subtract events to get players back on track, should they run off on a tangent that takes them completely away from the adventure.

[Flow chart courtesy of hahatango via Flickr Creative Commons 2.0]

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February Blog Carnival: Worldbuilding

This month’s blog carnival topic is worldbuilding. How do you get the worlds you use for your game? Do you create your own or use a published world? If you create your own, where did you start? What do you like best about building your own settings? What suggestions and resources do you have for teaching others how to build worlds of the their own? What are the pros and cons of building your own world? Where do you get the inspiration for your worlds.

It’s a broad topic, I know. I’d like to stick to the whys and wherefores of building worlds, rather than details of the worlds themselves. Instead of telling us about your world, tell us how you created it and why, as well as sharing any tips you may have for others who’d like to build their own game world, but don’t know where to start.

I’m looking forward to seeing your posts; just put the URL of your post in the comments section below and at the end of the month, I’ll do a wrap-up post listing everyone’s contributions.

Finding Events: Using Adventure Seeds/Hooks/Starts/Ideas, pt. 8

Music festival events scheduleWe’re down to the last couple of posts in our series of turning adventure seeds into full-fledged adventures. We’ve asked and finally answered all of our questions and now we’re down to the last three steps:

  • Pull out events from the questions
  • Put the events into a possible order
  • Determine the outcome of success or failure

[Photo courtesy of Michael_Spencer via Flickr Creative Commons 2.0]

Pull Out Events

In this step, briefly review the questions we’ve answered over the last several posts. We’re looking for answers and ideas we can turn into actual events that our PCs can participate in.

When you’re planning events, you want a variety of them. Certainly, you’ll need to include some combat events, but you should also include events that can be solved by roleplaying and using skills. Often, PCs will find (or create!) these on their own, but it’s a good idea to include some planned events of this type, just to make sure.

Go back over the information you wrote on your worksheet and the information you determined the PCs absolutely must know to accomplish the objective. Think about ways you can impart this information actively—that is, what can the PCs do to find out that information?

By this point, you should have identified the central conflict of your adventure. It should have one over-all conflict—a sort of meta-conflict that all the other conflicts are pieces of. Star or highlight this conflict, because this will be your climax, the decisive event of the whole game. Everything else that happens in this adventure should lead the characters to this final, penultimate event.

One of the best places to start looking for events is the “What obstacles might stand in the way of the PCs?” question. Take those obstacles you brainstormed and translate them into real in-game people or items and plan an event around them. You also want to take a special note of the goals of the mission. How would these goals translate into PC and NPC actions

I’ll leave it to you to figure out the majority of the events. Here’s one suggestion:

  • Princess Darya wants to meet Kyrill alone to ask him to get a private note to Roman that her father’s guards won’t be able to read, so she corners one of the PCs and tries talking him/her into arranging a meeting. The PCs could then use this time to try and get Darya away from the compound.
  • Give the compounds guards a chance to become suspicious of the PCs and suspect they’re not really traveling players. They could corner one of the other actors and force him/her to talk about the PCs.

It’s also likely that just by answering the questions, you’ll have already begun to create encounters in your mind. Run with those ideas and flesh them out into possible events, challenges, and encounters. It’s also likely that you may not need to have many planned events. Map out the location, plan the compound’s defenses, then give that information to your players. It’s most likely they’ll come up with plans of their own that you can play off of.

When creating events, you want to make sure you have something for every player, as well as for every character. If everyone in your group enjoys combat more than anything else, make sure you have plenty of threats arrayed against the party, even if you want to present them with more roleplaying challenges. If your players are a mixed group, as is usually the case, you need to make sure there’s something for everyone. Do your players enjoy roleplaying? How about skill challenges or defeating traps? There are many articles on-line about typing players, so I won’t go into that here. The important thing is to pay attention to what your players enjoy and give each of them something that they enjoy best.

Other posts in this series:

Apologies and Site Issues

First, my apologies to everyone who’s tried to access this site the last few days and saw nothing but a garbled mess. Second, thanks everyone who wrote me to let me know my blog was on the fritz. The problem was with my theme–I’m not sure what happened or why, but until I can get it working again, I’ve temporarily switched themes. Hence, the new look. Hopefully I can get some support from the site I bought the other theme from and we can get things back to normal again soon. Meanwhile, you should be able to read the site content now.

Top Ten of 2010 and a Look to 2011

New Year’s is a time to look back and to look forward. In that spirit, here’s a list of the top 10 posts and pages at Evil Machinations for the last year:

  1. Character Questionnaire
  2. 20 Unusual City Encounters: From Beg, Borrow & Steal
  3. “Where are we again”?: Creating Unique Fantasy Cities and Towns
  4. X Marks the Spot: 11 Map Making Tutorials
  5. 27 Surefire Ways to Get Kicked Out of  a Game
  6. Building Better NPCs III: Character Webs
  7. Your Teacher Was Right: Creating Adventures Using the 6 W’s
  8. Teaching the Game: August Blog Carnival
  9. Want to Be a Better GM? Ask Your Players
  10. Evil Does Not Equal Stupid: 8 Tips for Playing Evil Characters

And stay with me through 2011. I’ve got a ton of new ideas and some new products underway. First off, rpgGM.com will be releasing its first official product — the Adventure Creation Handbook — sometime in February. The plan from there is to follow that up with the Campaign Creation Handbook and the City Creation Handbook. Meanwhile, I’ll continue to post ideas to this blog and to the rpgGM’s company site. Topics I plan to cover include more on creating fantasy game cities and world building, as well as NPC creation and campaign construction.

Wishing you all the best in the new year.

[Photo courtesy of Eustaquio Santimano via Flickr Creative Commons 2.0]