Category Archives: Worldbuilding

Making it Meaningful: Religion in RPGs

Many games have a religious aspect or deal with religious themes. Fantasy game, in particular often include pantheons of gods for the PC to pick from. But unless the PC is cleric or paladin, his religious life ends up being nothing more than minor roleplaying color, something the PC does when he remembers.

For GMs (and players) who want to have religion play a more active role in the lives of all PCs, here’s a way to make religion have a bigger impact on the game: give the characters a chance of divine intervention (often abbreviated DI). Some games have this built into their systems, the main one coming to mind is In Nomine, where a roll of 111 (on 3 6-sided dice) means god smiles favorably on you, while 666 means you’ve attracted attention from the other direction…

Now these interventions don’t have be huge deus ex machina plot devices. Even minor little “miracles” can make a difference. Perhaps the PCs luck on a useful map of the island they needed to go to or a spell goes off with particularly great results or the crowd they’re talking to turns out to be especially receptive to their message…you get the picture. That’s not to say the PCs couldn’t be favored with a grand miracle — it all depends on what fits your game. If gods walk upon the earth or regularly take an active part in mortal affairs, they’re more likely to grant an impressive “miracle” than gods who are rarely seen or work exclusively through their followers.

Mechanics-wise, I’d have players roll for a chance of DI for their characters. It should be an extremely small chance, say 1-5%. I’d also say that players would only get to make a DI roll if they’ve been playing their characters very devoutly before that point. And even then, only when such a role would really matter. How and when player could roll would be up to you, as the GM. If you want the gods to take a more active hand, then you could allow players to roll whenever they wanted to; on the other hand, if you want them to be more “hands-off”, players could only roll under life-or-death circumstances (as defined by you).

The nice thing about using a percentile roll, is that you can make it a “sliding scale”–the more devout a character is, the more chance she has of getting a DI. You could even add a chance for an enemy of the PC’s god could take notice and decide to get back at the deity by messing with his followers. Say that a roll of 98-00 on percentile dice brings divine favor, while a roll of 01-03 brings the attention of the “opposite side”.

Note that this “opposite side” doesn’t have to be demonic or infernal; it could simply be a rival of the PC’s god. For example, in the Greek pantheon Ares and Athene seemed to have some “sibling rivalry” going on. In the case of a “bad DI”, say a PC, a devout follower of Athene is involved with important peace treaty talks that are crucial to the well-being of her kingdom. The kingdom has been at war with a rival for many years, but has finally become open to peace negotiations. Now the PC’s player, knowing how important these talks are, gets permission from her GM to try for a DI and rolls a 01. The GM rules that Ares, who desires the war to continue, sees an opportunity to mess with his sister and causes the other negotiating party to mis-hear our PC’s greeting as an serious insult, making negotiations start off on a bad foot. Or he could be so incensed that he calls for an immediate attack on the player’s forces.

By making your players get GM approval to try for a DI, you have a way to limit the power level of your game. No player would automatically have a “right” to roll for one, even if he perceives it as a life-or-death situation. This would help keep players from becoming dependent on divinities to get them out of trouble.

Next time, I’ll make a list of possible DI results.

[Image courtesy of wonderlane via Flickr Creative Commons]

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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.

X Marks the Spot: 11 Map Making Tutorials

Anonymous nautical chart in portolan style pro...
Image via Wikipedia
You’ve spend weeks, months…maybe even years creating your world. You’ve detailed new races, have exciting new character classes, have worked out your worlds ecology, history, monetary system etc. Now it’s time to present it to the players. But wait! There’s something else you need before you can begin using your world. That’s right: you need a map!
Below is a list of map making tutorials freely available on the web:
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It’s a Brave New World — Guang Keshar

It’s been a long-time coming, but I’ve finally done it. After nearly thirty years of kicking the idea around (and thanks to the guys at the Gamer Lifestyle program), I’ve finally take the plunge and started my own small-press game company, rpgGM.com.

This is something I’ve been wanting to do for a long time now, but just never really was in a position to do before. At least for now, rpgGM.com will focus on publishing my own original game world, Guang Keshar. The world is going to be published for sale as PDFs in a modular format — that way you only have to buy what interests you. If you want something about the Great Houses and the ruling Council, you can buy that. If you’re interested only in the geography of the world itself, then that’ll be available too.Many of these smaller products will be gathered up and published as larger compilation products (with some new material thrown in for good measure 😉 ), which will give you a price break from buy each one separately.

Soon I’ll also have a newsletter going out dedicated to the development of this world. It’ll contain exclusive content, development news, sneak peeks at products, game world tips and much more. The first issue of this should come out the end of December or beginning of January. You can sign up for it now on the company website. The site will also have free information, company and product news and tips, as well providing a place for you to provide us with feedback.

I’m really excited about this and can’t wait to share my product with everyone. But don’t worry about loosing this blog — I’ll still be posting here at least once a week (I’m trying for twice, but we’ll have to see what time permits) with the same type of content I’ve been writing all along. The newsletter Beg, Borrow, and Steal will still be published, though I may have to go to once a month, rather than once a week.

[Sales pitch over, we now return you to our regularly scheduled ponderings 😉 ]

Let Us Give Thanks: Chinese Harvest Moon Festival

With this being Thanksgiving weekend here in the US, I got to thinking about harvest festivals in general. I rarely see harvest celebrations in RPGs and yet in real life, they’ve been an important part of life throughout at least a large part of human history. Harvest festivals bring families and communities together; surely our fantasy worlds would also have similar rituals and festivals?

chinese-moon-goddess(Image courtesy of http://www.flickr.com/photos/jimmiehomeschoolmom/ / CC BY 2.0)

Harvest Moon Festival

Celebrated in the 15th day of the 8th lunar month of the year, the Harvest Moon Festival draws family members from far and near to celebrate the beauty of the moon together. The Chinese believe that the moon is  at it’s fullest and brightest, symbolizing completion and abundance. Like Thanksgiving in America, people use this harvest festival to give thanks to the gods for the blessings they’ve received over the past year.

This ancient festival is celebrated with parades, brightly colored lanterns, feasting and moon gazing. Children stay up late and lovers holding hands dot benches, hill tops and river banks. The most well-known of foods eaten are moon cakes – small pastries stuffed with a variety of fillings, the most common being a lotus seed paste. Traditional foods for this celebration are red, the color of luck and fortune.

Lanterns festoon public and private areas. Traditional lanterns take the shape of carp, butterflies, rabbits, lobsters and star fruits, among others and are usually colored red. Also known as “Women’s Day”, it makes the beginning of the “dark of the year”, the period of time when the days grow shorter and the nights long. This time of the year is considered yin or female. Women set up altars to the moon goddess Hengo or Chang-o, decorating them with moon cakes, round foods, tea, rice and wine.

When the moon is full, mankind is one

Sources

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Let Us Give Thanks: Homowo Festivals or “Hoot at Hunger”

With this being Thanksgiving weekend here in the US, I got to thinking about harvest festivals in general. I rarely see harvest celebrations in RPGs and yet in real life, they’ve been an important part of life throughout at least a large part of human history. Harvest festivals bring families and communities together; surely our fantasy worlds would also have similar rituals and festivals?

For the rest of the month, I’m going to detail various harvest festivals from around the world that you can use as inspiration for your own games.

(Photo courtesy of http://www.flickr.com/photos/kkendall/ / CC BY 2.0)

homowo drummerHomowo or “Hoot at Hunger”

This is a festival celebrated by the African Ga people, marking their migration to Ghana. According to tradition, the Ga people suffered a severe famine; Homowo celebrates the bountiful harvest they achieved after reaching their new homeland. Essentially, Homowo consists of sharing a meal with the living and dead members of the family in celebration of the harvest. It also marks the beginning of the Ga year.

The festival draws family members from far and near back to their ancestral towns. Normal daily business is suspended and the festival is considered a time of social harmony where debt payments may not be demanded, nor can oaths be taken or legal proceedings begun. It’s believed that ancestral spirits will cause the death of anyone who breaks these traditions. In a fantasy setting, this could be literally true.

Homowo Eve

On the eve of Homowo, men bring their father-in-laws bottles of gin and women bring their mother-in-laws firewood for cooking the next day’s feast. The senior women of a family smear the window sills of their home with ochre to protect themselves from any evil spirits that might enter the town during the night. A fantasy version of this could have the ochre blessed with a Protection from Evil or similar spell.

Modernly, guns are fired to warn people to stay inside their homes as the ancestral spirits enter the town on this night, but you could have the local clerics use bells, horns, or other noisemakers for the same purpose. Late that night, the Ga king sacrifices a sheep and shares it with senior members of the Ga government.

Homowo Day

Early Homowo morning, women of the household prepare a feast for the family. The male heads of household pour libations and a portion of the feast food on the graves of their ancestral spirits. Then the family gathers and eats together, ignoring the usual social hierarchy were senior members of the house eat before junior members and men eat before women.

After the feast, the community celebrates with a dance during which social norms are suspended. Anyone may dance and people may wear the clothes of the opposite sex, sing songs making fun of important people, and/or dress in tattered rags. Everyone can dance as equals. While the dance continues, all social constraints are thrown off.

Ngoo Wala — The Day of Remembrance

In Accra, this takes place the day after Homowo. Families gather to mourn their members who died during the last year. People go from house to house greeting friends and relatives, wishing them well in the upcoming year. This is a customary day to settle disputes and arrange marriages.

Three weeks later, Homowo closes with a children’s celebration that involves a legal looting of the local markets.

Sources

“Where are we again?”: Creating Unique Fantasy Cities and Towns

Sometimes creating a believable city or town is one of the hardest parts of building an adventure or campaign. You don’t want all your towns to look the same and you definitely don’t want to get stuck in the generic “fantasy town”, consisting of a tavern/bar, inn or other lodgings, magic shoppe, etc.

Below I’ve gathered a list of web resources to help provide city building know-how and inspiration. Enjoy!

Here’s some listing of world-building sites who’s information can be adapted for city creation:

Related Posts:

City Creation: Kael Pathfinder Stoutpoppy, Swordsmith

Since the PCs aren’t likely to interact with Meadowbrook’s blacksmiths other than to have items repaired or commission new ones, I’m not going to spend much time detailing them.

Most Meadowbrook’s blacksmiths focus on creating practical items — horseshoes, plows and farming implements, iron nails and building tools, etc. Kael Pathfinder Stoutpoppy is the exception to the rule: he’s only swordsmith in Meadowbrook. While he can and does do other types of blacksmithing to pay the bills, his primary love is creating strong, beautiful blades.

Kael Pathfinder Stoutpoppy

Kael is a former ranger who settled down in Meadowbrook. While his home and shop are actually outside of the city proper, he and his wife, Janna, are frequent faces in town, especially at The Butter Churn tavern. While adventuring, Kael met and fell in love with Janna Stoutpoppy, a skilled fighter in the group he traveled with. When the two of them decided to retire and settle down, they chose Meadowbrook — Janna’s home town.

While Kael and Janna aren’t the only human-halfling couple Meadowbrook’s history, the match is unusual enough to raise eyebrows and start gossip tongues wagging. The Stoutpoppys had some difficulty accepting an human son-in-law, but Kael’s friendly, outgoing personality finally won over Janna’s parents. The rest of the Stoutpoppy clan, including Janna’s two sisters and her brother aren’t so generous of spirit and the divide has split appart the clan. Janna’s siblings have not spoken to her for the last three years. The couple are very much in love, but the situation has put a strain on their marriage; currently, the two of them are discussing plans to move to a larger city where they won’t stand out so much.

A skilled storyteller, Kael can frequently be found at The Butter Churn when not working. He’s frequently pressed to tell stories of his and Janna’s younger, wilder days.

Janna Stoutpoppy

Janna herself is much quieter than her husband. She’s friendly enough, but much more reserved and usually content to let her more outgoing half speak for both of them.

Her split with her family weighs heavily on her, though she does her best not to show it. She’s glad her parents have come around about Kael, but the fact that her siblings and most of her clan refuse to speak to her saddens her greatly. She also experiences some discrimination in the town; a few of the merchants, both human and halfling, refuse to serve her or Kael. She loves Kael deeply, but the situation is putting a lot of strain on her. She and Kael have begun to talk about moving to an area where there are more couples like them, something she’s not sure she wants to do. She feels torn by her love for Kael and her love for her family.

For her own part, Janna is an excellent fighter, extremely skilled at taking down opponents several times her size. She’s agile and intelligent, though very shy without a sword in her hand. Her shyness can come off as cold or haughty to those meeting her for the first time.

  • Kael Pathfinder Stoutpoppy, human ranger (AD&D terms: 10th level ranger).
  • Janna Stoutpoppy, halfling fighter/warrior (AD&D terms: 11th level fighter)

Note about halfling names in Meadowbrook’s world: Among halflings, property is passed down matriliniarly, from mother to daughter. Consequently, most husbands take their wife’s surname after marriage, adding it after their own. Kael and Janna followed this tradition, hoping that would help them gain more acceptence in Janna’s home town. Unfortunately, this hasn’t had the effect they’d desired.

City Creation: Religion

The next entry on our list of Notable People is “Clerics of the local shrines”. While these would, indeed, be notable people (the head priest/ess of the largest shrines would likely have considerable influence), religions differ greatly from one game system to the next and one campaign to the next. So much so, in fact, that I’m going to leave it up to individual GMs to create the details for their own games.

However, religion gives us an opportunity to bring our theme (new growth vs. stagnation) into play again. Before becoming a trade center, Meadowbrook was primarily a farming town, so gods of planting and harvest would’ve played a very important role in town life. The new focus on trade and commerce would have brought with more followers of gods favoring those aspects. This could cause friction between the clergy of the established temples and the clergy of the newer temples. Because the growth has been so recent, many of the newer temples are likely still in construction and competition for the best building locations could be very “hot”. Plus, there could be friction between the halfling temples (most likely among the established temples) and human temples (most of new temples would fall into this category).

In a more historically-based game, such as Ars Magica, you’re going to have the influence of Christianity. Depending on when in the medieval era you base your game, you could have the new Christian religion coming into conflict with the older pagan gods. Or you could set up Meadowbrook as a rare town with a large Jewish population and explore prejudice medievel Christians had for Judism. If you wanted to base Meadowbrook in a Middle Eastern-inspired setting, you could play up the conflict between the established Christian and the “new” Islamic faiths. And there’s always the antagonism between the Western, Roman, Chuch and the Easter, Greek, Church.

For traditional fantasy settings, Meadowbrook’s most influential temples will be dedicated to gods of harvest and trade, as well as those pertaining to the home and family. Gods of healing and prosperity would also have a large following among both “old-timers” and newcomers. Halfling gods would also be popular and could potentially even have many human followers, especially since there may be some families in Meadowbrook comprised of both halfling and human members, bonded by marriage.

Gods of lesser importance would be those pertaining to travel (popular among the traders passing through) and luck. Gods dedicated to magic would likely have few followers in the town, but certainly there would be some small shrines set up here and there, especially among the fix-it guild. Tammi Ravenswing and other guilds would have a small shrine dedicated to trickster or thieving gods hidden away.

The least influential gods would be those related to war and evil, as well as those related to other demi-humans. Darius, the town’s only resident with elven blood, would have a small shrine dedicated to the elven gods in his home and/or shop. The few gnomish residents would also have small shrines dedicated their gods, though they are also likely to follow some of the halfling gods, as well.

Next time: Kari Tallfellow, the Butter Churn, and places of hospitality.

City Creation: Thieves Guild

What would a fantasy game town be without a thieves guild? Whether the PCs work with it or oppose it, the local thieves guild frequently provides many opportunities for adventure.

Meadowbrook’s thieves guild is extremely small: 10 members. Until the recent trade boom, Meadowbrook had no thieves guild — there simply weren’t enough thieves in town. The rise in commerce, however, brought with it a commensurate rise in crime. Larceny has become lucrative in Meadowbrook and Tammi Ravenswing and her group of rogues are reaping the lion’s share.

Tammi Ravenswing — Guildmistress

Tammi came to Meadowbrook from Sundown, a city two weeks ride to the west. Having engineered an unsuccessful attempt to overthrow the guildmaster of Sundown’s major thieves guild, Ravenswing decided discretion was the better part of valor and made her way east for parts unknown. Arriving in Meadowbrook about the same time the new trade did, she saw wide open opportunity. She hand-picked a small group of accomplished rogues to form the town’s first actual thieves guild.

Having been the right-hand assistant to the guildmaster in Sundown, Tammi has clear ideas and experience running a guild. She’s an experienced sneak-thief and cut-purse, having learned her skills as an abandoned child of a prostitute. Sundown’s guild frequently took in orphaned or abandoned children as a means of replenishing their numbers and reducing “freelance” competition. Tammi proved to be extremely talented in matters of stealth and manual dexterity and rose quickly in the guild’s ranks. Had she waited another couple of years, she attempted coup might have been successful; as it was, it nearly cost her life.

Upon arriving in Meadowbrook, Tammi started a courier and body guarding business she named “Sworn Swords”. Sworn Swords acts as a front for the guild and employs three of her guildmembers; the rest of her employees are honest, hardworking private guards and messengers. She frequently employs children to deliver local messages and one of these is her adopted daughter, Gayna (now six). Like Tammi herself, Gayna had been abandoned to the streets at the age of three. Tammi took pity on the starving toddler who attempted to grab her lunch one afternoon.

Gayna is smart and dexterous, a quick learner who’s already showing an interest in swords and other bladed weapons. The warriors of the business have taken the girl under their wing as an unofficial “mascot”. In the last several months, Gayna has discovered her singing voice and Tammi has arranged lessons for her from Darius Sunrunner, in exchange for protecting his store, Doodles, from crime.

Tammi Ravenswing, human thief (AD&D 3.x terms: 8th level rogue). Main skills: appraisal, bluff, diplomacy (guile), pick pockets (slight of hand/legerdemain), escape artist, gather information, lockpicking (open locks), local knowledge [Sundown, Meadowbrook], search, sense motive, ride [horses], awareness (spot), short sword fighting, stealth, knife fighting, archery.

The Guild

Meadowbrook’s thieves guild has no name of its own; it’s refered to simply as “the Guild”. This is intentional, as Tammi doesn’t want the guild’s existence known to outsiders. She’s kept the guild small by design — membership is by invitation only and anyone asking about the guild, even in Meadowbrook’s criminal underground, will be met with blank stares. Tammi has handpicked each member of the guild after conducting extensive research on them. A credit to her people-reading skills: no one who’s been invited to join has turned her down. Tammi wouldn’t force membership; if anyone did decline, though, they would be “encouraged” to move on to another area or town.

Being so small, the guild can’t impose a monoploy on theft in Meadowbrook. Members tithe ½ of their takings to the guild, but in return, they gain a guaranteed (though not necessarily luxurious) income. When times are lean, the guild ensures its members and their immediate family enough to eat and roof over their heads; Tammi also makes certain they have access to any needed health-care. Members are expected to turn over the required portion of all illegal earnings, whether gathered on guild assignment or their own initiative.

Tammi has instituted two strict rules: 1) no guild member may target any customer of Sworn Swords for a minimum of three months after the customer’s last contract and 2) any goods stolen in Meadowbrook cannot be fenced within Meadowbrook lands. These measures make it more difficult for thefts to be tracked back to the guild. Also, Ravenswing has refused to take any assassination contracts, either personally or on behalf of the guild. This isn’t because of any moral leanings; Tammi simply believes that in a town the size of Meadowbrook, the risks outweigh any possible reward.

The guild’s management consists of the guildmistress and her two assistants:

  • Tammi Ravenswing, guildmistress, human rogue
  • Didio Sparrow Carawaddling, gnome rogue (AD&D: 5th level), “Right-Hand”
  • Darla Stoutbarrell, halfling rogue (AD&D: 5th level), “Left-Hand”