Category Archives: Musings

Check Out Protodimension Magazine

I stumbled across this ‘zine while checking out my stats. They did a very nice write-up of my adventure creation with the 6 W’s post (Thanks!). If you’re looking for all things conspiracy-related, this ‘zine is a must. I love playing with conspiracies (probably too much for my players’ own good 😉 ) and I’ll definitely be using this as a resource. The magazine’s in full color and best of all — it’s free!

Beyond ‘Fred’: Russian Names for Characters

Russian Nesting Dolls

Sometimes the hardest part of building a character is  coming up with a good name. You can always take a name from Tolkien or other fantasy novels, but you’ve seen those names over and over and you want something a little different, but not way out there. How about an historical name? Or one from a different culture? In the first “Beyond ‘Fred'” post, I covered Roman names. If Roman names aren’t your cup of tea, how about Russian ones?

[Photo courtesy of: http://www.flickr.com/photos/aussiegall/ / CC BY 2.0]

Russian Name Structure

Russian names are complex, as many people have not only a given name but also several nicknames, based on the their relationship with the speaker. Because of this, I’m using a very simplified Russian naming method.

In general, Russian names consist of two elements: a given name and a patronymic. Russian patronymic names are based on the father’s given name, with a ending that depends on the character’s sex:

-ov for a man, -ova for woman

So Boris, son of Ivan would be Boris Ivanov. Ivan’s daughter Susan would be Susan Ivanova. Women usually retain their own last names, even after they’re married. There is an exception to this — if the person is a member of the ruling class, the ending is different:

-vitch for a man, -vitcha for a woman.

If the father’s name ends in a consonant, add the ending becomes -ovitch or -ovitcha. So Boris, the son of Ivan who’s a prince would be Boris Ivanovitch and Susan would be Ivanovitcha.

For a really good, in depth coverage of creating a Russian patronymic, see Paul Goldschidt’s Dictionary of Russian Names — Grammer.

List of Names

This also includes nicknames based on the given names, where I know them.

Male Names

  • Alexandr (Sasha, Shurik, Alex)
  • Alexei
  • Arkady
  • Boris
  • Budimir
  • Busla
  • Dmitri (Dima, Dimka)
  • Erema
  • Fedor
  • Fyodor
  • Georgi
  • Grigory (Grisha)
  • Ilya
  • Ivan (Vanya)
  • Kirill
  • Lev
  • Login
  • Mikhail (Misha/Mika)
  • Petr
  • Sergei
  • Solovei
  • Roman
  • Vasily (Vashya)
  • Vladimir (Vova)
  • Viktor (Vitya)
  • Vyslav
  • Yuri

Female Names

  • Anastasia
  • Darya
  • Ekatarina (Katya)
  • Eugenia (Zhenya)
  • Irina
  • Katarina
  • Marya
  • Maya
  • Nataliya (Natasha)
  • Olga
  • Sofia
  • Svetlana (Svetla)
  • Titania
  • Vasilia
  • Yana
  • Zhanna

Sources:

Other Articles in this Series:

Meadowbrook Needs You! Contest Extended

Since I’ve only received one entry for this contest, I’ve decided to extend the contest through the end of November. So, if you haven’t been wanting to enter but haven’t had the chance to get to it, you’ve still got time. I’ll post the winner in early December.

Just for reference, here’s a link to the original contest information:

And here’s the information about Meadowbrook itself:

Product Review: Kobold Quarterly #11

I thumbed through my advanced copy of KQ #11 (okay, since it’s a PDF, I didn’t exactly thumb — more paged down through) — the first issue of KQ I’d ever seen, and started to feel the excitement I used to have when looking through early issues of Dragon magazine.

15 articles (counting Maps and Free City), 9 of which I could immediately apply to my game and 5 more which, with some adjustments, could be adapted to fit my game. The visual layout of the magazine is minimalist — something I like very much. Color illustrations and splash graphics are nice to look at, but often eat up space in magazines I’d rather have taken up with ideas and text. KQ balances graphics and text well.

I particularly enjoyed Uvandir: The Pride of Craftsman — an alternate take on dwarves which seems to fit with the way I’ve been wanting to take dwarves in my own game world. Even as a veteran World of Darkness gamer, I was happy to see two articles reminding us that two favorite supernatural monsters (vampires and werewolves) are just that — monsters. It was a pleasant change from angsty soul-searching and eco-rage. I found the article on werewolves as PCs (Howling Werebeasts) especially helpful — full of great ideas on how to remind players that being a were is not like having a limited polymorph or shape-shifting ability. Were-creatures aren’t just powerful alternate forms — lycanthropy is a curse, first and foremost, and this article gave me some useful tips on how to bring that home to players.

The articles Running Across the Screen and Haunted by the Spirit of the Rules have good, solid advice on being a GM. The first one consists of interviews from industry designers on how to be a good GM, while the second reminds us that it’s the spirit of the rules that matters. I’d never thought of putting it that way before, but I’ll definitely be thinking about it the next time I have a rules-abusing player at my table.

I’d don’t play 4th ed, so I mostly skimmed the Wishing Well (an article about how to codify and use wishes in a game), but it did get my brain working on ways to structure the power of wishes in 3.x ed and other game systems. Whack Jacks and Harpy Nets got me thinking about how intelligent monsters would enhance their natural abilities with specially-designed weapons. I’m almost ashamed to admit that the idea never crossed my mind before I read this article.

Torture and Fear on the Tabletop puts teeth back in torture, creating ways to put the screws to (so to speak 😉 ) even characters with huge pools of hit points. Same Rules, Different Treasure gives ideas on how to make magic items interesting again with little to no modification of game mechanics. Philip Larwood, in Monstrous Paragons, discusses PC “monster” races for paragon-level characters. The article Mysteries of the Philosopher’s Stone, tells us how to use this real-world legendary item in fantasy games. While aimed specificially at D&D, the article does include some ideas (in a separate section of boxed text) for using it with Mage: the Ascension. I wouldn’ve like to see a bit on how to adapt it to Ars Magica along with the Mage data, but it’s a minor quibble and I can easily adapt the idea to  ArM by myself.I’ve often found myself less than enthused about rangers having the ability to cast spells. The Spell-less Ranger gives me the alternative I’ve been looking for.
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On the whole, I couldn’t be more pleased with this magazine. It’s been quite a while since I’ve gotten this many ideas out of a gaming mag. Please excuse me while I go subscribe and look up back issues.

Have you used any of the material from this or previous issues of Kolbold Quarterly? If so, please pass your experience on to us.

Goolies and Ghosties and Things That Go Bump in the Night

In keeping with the Halloween spirit, here’s a list of horror RPGs to check out:

  • All Flesh Must Be Eaten. An award-winning zombie survival game. Try to keep your brains intact 😉 .
  • Call of Cthulhu. The granddaddy of horror RPGs. Based on H.P. Lovecraft’s world. Remember, once your sanity score reaches 0, you no longer have to roll…
  • Chill. Designed to have the same feel as horror movies, it’s a very flexible system that can handle many different types of horror.
  • Deadlands. A horror game set in the Old West. Uses playing cards in poker-style play is used for magical and steampunk effects.
  • GURPS: Horror. Another flexible game which can be used to simulate all kinds of horror stories. Even if you don’t use GURPS, this is a great book for inspiration or as a resource.
  • Kult. Angels and demons set in a world that’s slowly unraveling to reveal a much darker Reality.
  • Ravenloft. An AD&D Gothic horror setting. Can you fight the Dark Powers or will you slowly succumb to your darker nature?
  • Whispering Vault, The. Become a Stalker and hunt down threats to humanity.
  • Wraith: the Oblivion. The classic version. Really, most of the World of Darkness games are a type of horror game. I chose Wraith because of it’s unique Shadow system. You play your character, but you also play another PC’s shadow side, attempting to corrupt that PC to his doom.

What’s your favorite horror RPG? Have you played any of the games mentioned? What did you like and/or not like about them?

Post Round-Up: EM’s 10 Most Popular Posts

I haven’t done a round-up in a while, so here’s a list of Evil Machinations’ ten most popular posts:

  1. “Where Are We Again?”: Creating Unique Fantasy Cities and Towns. A list of web resources to help you build a city of your own.
  2. What GMs Really Want. A survey about what type of articles you want to see more of. This is it’s last week; Sunday, October 25th, I close it.
  3. What’s Good About 4th Edition? Readers speak up about what they like about the current edition of Dungeons & Dragons.
  4. Handling Problem Players. A list of web resources to help you deal with those players who seem to enjoy ruining everyone else’s fun.
  5. An A-to-Z List of Lesser-Known Roleplaying Games: Part 1. An alphabetical list of less well-played games with a brief description for each one. Covers letters A-F.
  6. Character Questionnaire. Not actually a blog post itself, but one of my static pages listing questions to help round out a character.
  7. How Do You Describe Combat? My plea for help in narrating combat beyond “You hit, he takes 12pts of damage.” These guys came up with some great ideas.
  8. An A-to-Z List of Lesser-Known Roleplaying Games: Part 4. An alphabetical list of less well-played games with a brief description for each one. Covers letters Q-U.
  9. An A-to-Z List of Lesser-Known Roleplaying Games: Part 2. An alphabetical list of less well-played games with a brief description for each one. Covers letters G-K.
  10. What’s Good About 4th ed. Contest Results. The winner of the contest I described in the What’s Good About 4th Edition? post.

Unintentional Sexism in RPGs (Even Women Do It!)

We’ve all seen a lot written about women in roleplaying games. We’ve read about the kinds of games women prefer (roleplaying vs. combat-heavy). We’ve read about how the “boys-club mentality” tends to discourage women from the gaming table. About how the depiction of women in rpg game books can turn female players off…

This isn’t one of those posts. In my experience, most players and GMs want to do everything they can to avoid being sexist, men and women alike. Most are horrified if you find something sexist about their games and will be more than happy to fix the problem. But sexism is very deeply buried in our society and we — both men and women — unconsciously insert that into our games without realizing it.

For those gamers trying to eliminate those elements from their games, I’ve identified eight issues that I’ve noticed tend to creep into my own games, if I’m not careful. With each, I’ve got some suggestions on how to counter-act those issues. If you’ve some tips along the sames lines, please share them! I’m always on the lookout for more ideas.

8 Common Gender Stereotype and How to Fix Them

  1. Watch how you describe NPCs. What words do you use? Do you tend to describe more women as “pretty”, “delicate”, “shy”, “timid”? Are your male characters usually “brave”, “strong”, “fierce”? There’s nothing wrong with brave men or shy women — the problem comes when most (if not all) of your NPCs are described with gender stereotypes.
    • Solution: Make two lists — one of “masculine” adjectives and one of “feminine” adjectives. Pick a certain number of NPCs — say, every fourth NPC you describe — and try to find an adjective on the “opposite” list that will fit the character and use that. You may have to change the adjective slightly — like describing a male NPC as “handsome” or “good-looking”, instead of pretty. But you can have a shy male character, for example, or a “sturdy” female one.
  2. Watch what animals you compare your characters to. If you compare your NPCs to animals, which ones do you tend to choose for women and which ones for men? Are your female characters like does or cats while your male characters like lions or bears?
    • Solution: Similar to above. Make a list of animals you normally associate with “masculine” behavior and one for “feminine” behavior. Draw from the “opposite” list from time to time. A woman can be “fierce as a lion(ess)” and a man can be “retiring as a deer (stag)”.
  3. Watch your character’s professions. What professions do your female NPCs have? Are they all traditional female roles, like caretaker, cook, or cleaning woman?
    • Solution: Mix it up. Occasionally have a female blacksmith or a male pre-school teacher.
  4. Notice any character patterns. A few years ago, I noticed that I tended to make my male characters magic-using types, while my female characters tended to be fighting-types. It wasn’t intentional — just for some reason I have that male = sorcerer, female = warrior association in my head. Do you have a similar type of pattern?
    • Solution: Break your usual pattern from time to time. I still have to consciously make a male warrior character or a female wizard.
  5. Watch your characters’ clothing. I’m not talking about the rampant problem of women in bear-fur bikinis while their male counterparts dress in full plate. This is a matter of having all of your characters wearing appropriate clothing for the tasks at hand.
    • Solution: As you describe characters, make sure their clothing is functional for the kind of work they do. This also goes for things they might be carrying or tools the might be using.
  6. What are your characters doing? When the PCs come across any one of your NPCs, are they always working at gender-specific tasks? Are the women washing, mending, serving drinks, walking the streets? Are the men smithing, fighting, playing chess?
    • Solution: When an NPC isn’t important to the plot, try alternating female and male characters. Have a female fixing a sword or a male playing with children.
  7. How comfortable are you with players who play characters of the opposite sex? As a GM, you have to play both male and female NPCs. Are your players any less capable of do that then you are.
    • Solution: The obvious solution is to allow players to play the “opposite” sex. However, if doing that makes you so uncomfortable you feel you couldn’t GM it, let your players know. A large gaming group (about 12-14 people at any one time) I once belonged to, half the players were women. One of our occasional GMs was honest with us that it really bothered him when women played male characters and vica versa. Because he took responsibility for his own feelings (saying it was his personal “hang-up”), I always played a female character in his game. So did the other women in the group. If you’re honest and up-front about your feelings, most people will respond positively.
  8. Watch for reverse sexism. A game setting where men are never warriors and women are never caretakers is just as sexist as the reverse.
    • Solution: Use the tips above to help you create a more gender-balanced game.

If you’re deliberately creating a male- or female-dominated setting, these tips don’t apply. But if you’re trying to create a more balanced game, these ideas should help. These tips are designed to help those who are trying to avoid unintentionally creating gender bias in their game. I keep this list with my game prep stuff so I can do a quick double-check before each game session.

Are there any steps you take to help gender-balance your games? Please share them!

Dancing with the Dark

Morality. A big topic, with even bigger answers. What is good? What is evil? Are evil actions ever justified? Can we ever truely overcome evil? If we can, should we? Do moral issues have a place in RPGs?

rpg blog carnival logoUndoubtedly, yes. One of the wonderful things about our hobby is that it allows us to explore the question of evil safely. It provides us a sandbox to try out actions, attitudes, and desires that are unacceptable in the real world.

What do I mean by “safely”? I mean that we can act out these “dark desires” in a pretend world on pretend people. No one really gets hurt; no one real dies. But the concept of “safely” goes even beyond that — it helps protect us from our own darker natures. By channeling those shadow feelings into a fictional character, we can separate ourselves from our own dark impulses. We don’t need to carry the burden of guilt those feelings often bring. They become “not us”, to a certain extent.

Wouldn’t it be better to eliminate those dark desires? To purge ourselves of them? Unfortunately both psychology and history tell us that’s really not possible. The best we can do is to repress them and try our best to forget they even exist. But what we hide still remains and colors our actions in ways we don’t anticipate … or even, often, see. But those impulses and desires — our shadow — need a safe outlet. And RPGs, as purely mental exercises, can give us that outlet. We can safely project our shadow onto our fictional characters, giving us an alternative to projecting it onto the people around us.

This has an added benefit: the more we explore the dark part of our souls, the better we can relate to other people. Through roleplaying, we learn that we, ourselves can be greedy. We can be lustful, gluttonous, murderous. When we recognize these things in ourselves, I believe we become more tolerant of them in other people. Which is not to say we condone those actions, or think they’re appropriate. But what we can do is recongize someone else’s struggle with their shadow side. We may even find it easier to treat them with compassion.

Through roleplaying, we can gain a better understanding of the full range of human emotions and desires. By becoming some one else for a time, we find we’re not as different from others as we may have imagined.

Other Carnival Posts

What GMs Really Want (Poll)

As a GM, what information are you looking for? What kinds of topics would help you run your game better? Where do you find yourself struggling? What ideas do you want to see more of? Take the poll below and tell me!

Beyond ‘Fred’: Roman Names for Characters

Finding a good name is sometimes the hardest part of designing an NPC. You want something more exotic than “Fred the Fighter”, but “Frewxyque the Grand Thunder Duke” becomes too hard to say with a straight face after the first first time.  Baby name books can help, but some of the best names come from real-world sources. Beyond ‘Fred’ is a series that lists names from various sources broken down by region and/or time period.

<div xmlns:cc="http://creativecommons.org/ns#" about="http://www.flickr.com/photos/consciousvision/3388909371/"><a rel="cc:attributionURL" href=This time we have Roman names. Since my interest here is in providing name ideas for RPGs, I’m not breaking these names down by Roman time-period. I’m including a list of resources at the end of this article for those wishing more in-depth information about Roman names.

(Photo courtesy of Flickr, © Conscious Vision 2007)

Roman Name Structure

Roman names had several parts, frequently becoming long and complex:

  • Praenomen: A personal name. This was primarily used by family members and very close friends only. Romans had very few praenomen; typically the first child would be given the father’s praenomen (adjusted to a feminine form, if the child was a girl).  The second child would receive the praenomen of someone else in the family — and uncle, perhaps.
  • Nomen: Indicates which gens the person belongs to. The gens is a group of loosely organized families all sharing the same nomen. A woman would use the feminine form of the nomen, formed by substituting ‘-a’ for the ‘-us’ ending.
  • Cognomen: A family name used by a group of blood relatives. It was a name unique to the individual and usually referred to something specific about him — usually a physical characteristic. Like a nickname, it wasn’t given to a child as part of the name given by his parents; it could be inherited from a male relative or chosen by concensus in the general community. Cognomen were almost never complementary — usually they were neutral, or even insulting names.

Common Praenomenia

Here are some of the most commonly used prenomen:

  • Gaius/Gaia
  • Lucius/Lucia
  • Marcus/Marcia
  • Quintus/Quinta
  • Titus/Tita
  • Tiberius/Tiberia
  • Descimus/Descima
  • Aulus/Aula
  • Servius/Servia
  • Appius/Appia

Common Nomenia

Here are some of the most common nomen:

  • Acilius/Acilia
  • Aebutius/Aebutia
  • Albius/Albia
  • Antonius/Antonia
  • Cassius/Cassia
  • Claudius/Claudia
  • Calidius/Calidia
  • Didius/Didia
  • Fabius/Fabia
  • Flavius/Flavia
  • Galerius/Galeria
  • Genucius/Genucia
  • Laelius/Laelia
  • Marius/Maria
  • Mocius/Mocia
  • Naevius/Naevia
  • Ovidius/Ovidia
  • Porcius/Porcia
  • Rutilius/Rutilia
  • Sentius/Sentia
  • Sergius/Sergia
  • Tarquitius/Tarquitia
  • Tuccius/Tuccia
  • Tullius/Tullia
  • Vedius/Vedia
  • Vibius/Vibia
  • Vitruvius/Vitruvia

Common Cognomina

Here’s a list of common cognomen and their meanings. Many female cognomia are the same as the male versions:

  • Aculeo/Aculeo – prickly, unfriendly
  • Albus/Alba – fair-skinned, white
  • Ambustus/Ambusta – scalding, burning
  • Atellus/Atella – dark (haired or skinned)
  • Bassus/Bassa – plump
  • Bibulus/Bibula – drunkard
  • Brocchus/Broccha – Toothy
  • Bucco/Bucco – fool
  • Caecus/Caeca – Blind
  • Calidus/Calida – hot-headed, rash
  • Calvus/Calva – bald
  • Caninus/Canina – dog-like
  • Celsus/Celsa – tall
  • Cicurinus/Cicurina – mild, gentle
  • Corvinus/Corvina – crow-like
  • Dives/Dives – wealthy
  • Dorsuo/Dorsuo – large black
  • Fimbria/Fimbria – fringes, edges of clothing
  • Flavus/Flava – blond-haired
  • Florus/Flora – floral, blooming
  • Galeo/Galeo – helmet
  • Gurges/Gurges – greedy, prodigal
  • Laterensis/Laterensis – from the hill-side
  • Lepidus/Lepida – charming, amusing
  • Licinus/Licina – spiky or bristly haired
  • Lurco/Lurco – glutonous, greedy
  • Macer/Macra – thin
  • Merula/Merula – blackbird
  • Mus/Mus – mouse
  • Natta/Natta – artisan
  • Paetus/Paeta – blinking, squinty
  • Plancus Planca – flat-footed
  • Priscus/Prisca – ancient
  • Pullus/Pulla – child
  • Quadratus/Quadrata – squat, stocky build
  • Regulus/Regula – prince
  • Rufus/Rufa – red-haired, ruddy
  • Rullus/Rulla – rustic, uncultivated, boorish
  • Scaeva/Scaeva – left-handed
  • Silanus/Silana – nose, water-spout
  • Varro/Varro – block-headed
  • Varus/Vara – bow-legged
  • Vatia/Vatia – knock-kneed
  • Vetus/Vetus – old

Other Articles in this Series

Resources: