Tag Archives: campaign ideas

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.

Recycling

I’m a big fan of recycling. I recycle everything I can, from cans to bottles to magazines, cardboard, etc. Heck, I even use blank areas of junk mail for game notes.

I also recycle games. I don’t mean putting game rulebooks through the shredder (they can have my books when they pry them from my cold, dead fingers); I recycle actual campaigns. I’ve moved extensively in my life (including three cross-country moves), which means changing gaming groups every three to four years. As a single parent, I don’t have as much time as I’d like to work on my campaigns. So, if I’m starting with a new group of players, I dig out my notes from a campaign I ran successfully in another place, have my players create new characters, and off we go!

One caveat with reusing old campaigns: you can’t expect the story to play out the same. Don’t force your new PCs to stick with the storyline created by the old PCs. I usually rename my campaigns, to remind myself that this is a different game with different characters. I usually end up reusing the first adventure, the NPCs, and the events that happen in the larger world (the parts outside of the PCs’ control). And be prepared for the new campaign to vary wildly from the old one. In one Vampire game I ran, the PCs were charged with the job of selecting a new Prince for their city from a set group of NPCs. The second group  chose the Gangrel I’d originally thought was one of the three top candidates on the list. The first group to play that campaign chose a Malkavian loner, who’d be selected because he wasn’t even present! As you can imagine, the two versions of the game had drastically different tones.

Still, it saves me a major amount of work. I already know the NPCs, so I have a pretty good idea of how they’ll react to new characters and new situations. This is one thing I particularly enjoy about reusing old campaigns — for me, reusing the NPCs feels much like visiting with old friends I haven’t seen in a long time. I know what’s going on in the world at large, so I only need to focus on changes made by the characters. This approach doesn’t work for everyone and it doesn’t work for every campaign. I’ve retired entire storylines because the last group to play them out created events that became so integral to the world, I couldn’t imagine events happening any differently than they did.

But if you’re pressed for time, it just might work for you.