Fred’s Missing *Again*?

Every player has days they can’t make a game. Sometimes, a great conjunction of events happens and a player has to miss a session at the very last minute. It happens to all of us.

These aren’t the players I’m referring to.

It can be one of the most frustrating things about a running a game: having players who are chronic no-shows. My ex-husband and his brother are players like this. My ex was once 8 hours late to a game (without calling) and couldn’t figure out why everyone was mad at him. I usually found out that his brother wasn’t going to make a game when my father-in-law announced it on the way in the door for the game session itself.

Unfortunately, I’ve only found one cure for it — boot them from that game and don’t accept them into another. I don’t like to be mean. I understand real life — I’m a single parent, I work, take care of a house and deal with a chronic and sometimes dehibilitating illness. I try very hard to warn the GMs of any game I’m going to be in that I may have to “no-show” at the last minute for health reasons. But I try very hard to call and let the GM know as soon as I can. Most of my players are IT people and are frequently on-call. I have one great player who hasn’t been able to make it to character-building sessions for my new game because he’s been pulling 10 hour days at work dealing with server issues. I can work with this.

But the chronic “I just don’t feel like coming” or the person who habitually turns up 1+ hours late with no call and no explanation infuriates me. It’s rude. It’s unfair the GM who’s usually put in a lot of work for each character in the game and is basing that game on the fact that certain PC’s are going to be there. It’s unfair to the other players, especially if the MIA player is a crucial character for an upcoming encounter or situation. In my opinion, it’s a sign of supreme selfishness.

I make allowences for real life; I don’t make allowances for selfish indifference.

“…and you miss!”: Roleplaying and Rollplaying in Combat

Randall, in his blog RetroRollplaying, wrote a post about the idea of doing away with “to hit” rolls. His post was inspired by a post at Eleven Foot Pole titled No Roll to Hit: Rationale. Both Randall’s and Eleven Foot Pole’s posts focus on “to hit” rolls in 4e D&D, but I’m going to comment on dice rolling in gaming generally

I have the worst dice luck in the world — just ask any player or GM I’ve ever played with. The DM of the main D&D (3.5) campaign  I play instituted point-buy for creating character stats after watching me roll 6 (or was it 8…can’t remember) sets of stats with no score over 10 in any of them…and that’s using the 4d6 method. I ran a Vampire game with a Sabbat pack that missed every single attack role — usually botching in the process.

So as you can imagine, I’m a big fan of dice-less games. I run Amber Diceless and my Storyteller games tend to run very “dice light”. In fact, my World of Darkness players used to tease me that the one game they forgot dice would be the one game they actually needed to use them! However, there are certain games I feel need to be played with dice and AD&D tops the list. Maybe it’s tradition. But a D&D game just doesn’t feel complete without lots of dice rolls.

Especially in combat. Yes, it’s disappointing to miss. Yes, it’s frustrating to come up with a great idea for an attack, then roll a 2. Yes, it can be boring and lonely watching all the other players dealing damage when your dice won’t even let you connect. Believe me, I know. I’ve gone through many combats in my gaming career (both as GM and player) where I missed every single roll.

But guess what? I wasn’t bored. Just because I missed (even all the time) didn’t mean I wasn’t involved in the combat. I respectfully disagree with Eleven Foot Pole’s statement that:

Having waited a full round of initiative and then achieving nothing is functionally identical to skipping your turn.

Sure, it is… if all you’re doing is waiting until “your turn”. Players focused on getting “their turn” miss the point of having a party. If all you have to contribute to the game is points of damage, why are you there, instead of an NPC? This isn’t intended as a snide remark, but a genuine question. What can your character give that goes beyond damage points? An important thing to remember is that role playing doesn’t stop when you start rolling dice. Okay, how did you miss? Why did you miss? Can something be salvaged from your attempt to try next turn? Did your miss unexpectedly aid one of your teammates? Missing as frequently as I do, I’ve learned to think beyond the numbers.

Granted, the responsibility for some of this falls on the already overburdened shoulders of the GM/DM. Players will be able to think beyond the numbers better if the GM gives them something more than numbers to think about. Sure, things are going to get really boring if, as a GM, all you say is, “You miss.” But if as a GM, you say “Your stroke goes past his shoulder as he reflexively jumps back. As a former soldier [if the PC is],  you can tell this was a skilled counter-move — you’re definitely fighting a highly-trained opponent.” Here, the PCs blow may not have done any damage, but they’ve learned something about their enemy, something that may or may not become important later, depending on what you decide to do with it.

If you want to make every action a PC takes be useful, I have an alternate idea: rather than making every attack hit, make every attack worth something, even if the PC misses. For example, the first PC misses, but in doing so, he causes his opponent to duck into the swing of another PC’s sword. Okay, the second PC gets to inflict the damage, but the first PC also contributed to that damage. If you can stress damaging and overcoming an opponent as a team effort, the entire party can be brought into the action on every turn and not just when they happen to hit.

I agree with Eleven Foot’s concern over introducing new players. I think we do need to take the extra step to help new players learn to be good players. Especially if a brand-new player is entering a group of experienced players. But I disagree that allowing a player to hit every single time is a good way to do that. I think it sends the player the wrong information about how RPGs work. Sure, you’ve eliminated the “to hit” for your game, but what’s going to happen to that player when they join someone else’s game? Or play at convention? They’re going to be in for a shock and probably even worse frustration if they don’t know that misses are part of RPGs in general.

Now don’t get me wrong — I’m a big one for changing a system to suit your style of play. If you want to play without “to hit” roles, more power to you! But if we’re talking about bringing new players into the hobby, or making automatic hits the default standard, I think we need to take a closer look at why we want to eliminate hit rolls and find another way to solve those problems.

What Your Players Don’t Need to Know

I’m taking a break from Meadowbrook for a few days; I don’t want this blog to become “all Meadowbrook all the time”. I’m considering starting another blog devoted to world-building that would chronicle my development of Meadowbrook and it’s surrounding world; if this is something that would interest you, please leave me a comment. Now, onto your regularly scheduled post. 😉

For years, I’ve used information as a commodity in my games. I generally run “limited information” campaigns, where I try not to give the players any more knowledge about the situation and/or world than their characters would know. This isn’t about “cheating”; I have excellent group of players who are well-skilled at separating character knowledge from player knowledge and playing accordingly. What I’ve found, though, is that when player knowledge matches character knowledge, the players can relax more. They don’t feel like they have to police themselves to stop and think Hey, would my character actually know this? before they take action.

An useful outcome of this is that information becomes its own reward. Especially when it comes to a PCs individual goals. For example: if the party does a favor for a prince, as a reward he may be able to tell them the location of the tower belonging to the evil wizard that killed their team member.  You don’t always have to give out money, treasure, spells, or what-not to your PCs. Information can be just as valuable and won’t ratchet up your PCs experience level or ability to obliterate your bad guys; this can help you keep the PCs from rising in power earlier than you’re ready for them to.

You can make choices about how secretive and hard to gain information is in your game. Do all party members know everything any other member knows? How closely do they guard their own backgrounds from the rest of their party? This can vary between one GM to the next. I’ve known many GMs who don’t like the PCs to keep secrets from one another; they feel it causes divisiveness among character who are supposed to work as a team. I err on the restrictive side: more often than not, I tightly control information in my games. I usually set up their character’s background with her player separately, then let the player decide how much information to give the others.

During the game itself, I generally give information out based on PC had access. If one or two of the PCs wander ahead and overhear a conversation between a vampire and her childe, for example, I usually take them aside or write a note (if it’s short) to describe what they hear. I then leave it up to the players to reveal the information as the characters see fit. If, on the other hand, I know that the scouting PC is going to go and immediately relate what he overheard, then I’ll go ahead and describe the conversation to the whole group, so neither the player nor the GM has to repeat themselves, particularly if the conversation is long or complicated. So it’s purely situational — think “Will the other PCs also hear this or will they know about it in the ten to fifteen minutes?” If so, it’s a lot easier to tell the whole group what transpires.

Sometimes even players will get into the limited information act. I once ran an Amber game where two of the PCs decided to marry and all of the players kept it secret for a couple of weeks, real time. They didn’t want me to find out about it beforehand so I wouldn’t have time to plan something to go wrong with the wedding. Other GMs might hate being in the dark about any aspect of their game, but I loved it.

Some games lead themselves to secrecy better than others. Amber and Vampire have secrecy as a core concept and I rigidly control the flow of information in those games. I tend to be more free with information in a D&D game, for example, but I still allow the players to determine how much of their character’s knowledge they share. It all depends on your style and preference.

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: Hospitality

According to our demographics , Meadowbrook has two inns and ten restaurants/taverns/pubs and one of the innkeepers is a retired adventurer.

Let’s start with our inns.

The Inns

The most obvious choice would be to place one inn in Littletun and one in Bigtun. But since inns generally aren’t used by locals, and the river docks are in Bigtun, it makes sense that both inns would be located near the trade route. And rather than having one in cater to “littles” (halflings, gnomes, dwarves, etc.) and other to “bigs” (humans, elves, etc.), lets make both inns cater to both types of clientele equally.  Instead, we can have each of the inns cater to different income levels. So, our two inns are:

Marketstreet Inn

Catering to the working classes, Marketstreet Inn is run by Ellie Haymaker, a widow with two grown children — a son and a daughter — both of whom help run the inn. Marketstreet offers clean rooms for a fair price. The rooms are small and washrooms are limited to one per floor, but the beds are clean, if not the most comfortable. Ellie’s capable daughter, Maree, heads up the kitchen. The food choices are limited — stew, brown bread and cheese — but it’s warm, tasty, and there’s usually plenty of it. Ellie is the daughter of a traveling tinkerer, so she knows the kind of place working folk need when they’re away from home. She has an equal number of rooms for “bigs” and “littles”. Prices are by the bed, rather than the room, so frequently guests end up bunking with people they don’t know.

  • Ellie Haymaker — halfling innkeeper, proprietor.
  • Maree Haymaker — halfling head cook for Marketstreet Inn. Ellie’s daughter and her eldest child.
  • Norvin Haymaker — halfling stablemaster, handyman and bellhop. Basically, whatever odd jobs Ellie requires, Norvin does. Ellie’s son and her youngest child. Ellie still has a tendency to baby him even though he’s a grown man.

Ellie also employs a couple of housekeepers, a stableboy and a cook, all of them “bigs”.

The Golden Slipper

The Golden Slipper caters to more monied class of travelers than Marketstreet Inn. Run by an ex-paladin/knight named Piers Caldwell, The Golden Slipper offers quality service, rooms, meals — and charges accordingly. Much smaller than Marketstreet Inn, The Golden Slipper charges by the room and offers one washroom for every two sleeping rooms. Meals are cooked to order and often contain imported delicacies.

Piers is an honest, trustworthy and reliable man, who found the conduct code of a holy warrior too restrictive — wealth and the opposite sex proved to be too much temptation for him. After a highly lucrative career as a sword for hire (i.e., adventurer), he decided to retire to quieter surroundings. The Golden Slipper doesn’t bring in enough money to cover all of its expenses; Piers hopes this will change as Meadowbrook’s trade continues to expand. Meanwhile, he’s supporting the inn out of his own savings, which don’t look as if they’re going to run short anytime in the next couple of decades. He employs a large staff, including a “companion service” and a couple of low-level spellcasters; Piers uses magical cleaning methods to make sure the Slipper is spotless at all times.

Piers and Ellie’s mutual dislike of each other is well-known and frequently causes conflict within their guild.

  • Piers Caldwell, human fighter/warrior (AD&D 3.x: ex 10th-level paladin).

Pubs/Taverns/Restaurants

Meadowbrook’s ten eateries aren’t as differentiated as modern ones. They’re a cross between a pub/tavern and a modern restaurant. Six of the establishments are in Bigtun, with four (including The Butter Churn) in Littletun. Most cater to travelers and locals alike, but three remain local hot spots and two focus on the trader business. I’m only going to detail the most popular places.

The Butter Churn

The Butter Churn is the favorite spot for local residents. Located in Littletun, it’s run by Kari Tallfellow who inherited the business from her father. It’s been in her family for seven generations and she’s training her own son, Martin, to take over when she retires. It’s widely recognized as having the best food in all of Meadowbrook and the surrounding villages. It’s a family-friendly atmosphere and many of the locals gather here when they’re not working.  On Saturday nights, the Churn (as its known locally) hosts music and dancing.

  • Kari Tallfellow, halfling owner and proprietor
  • Martin Tallfellow, halfling, 14 years own. Kari’s son and assistant.

Wind on the Docks

In contrast to The Butter Churn, Wind on the Docks caters to an older, more transient crowd. Wind on the Docks is the front face for Madam Lillington’s brothel. Though it draws mostly from traders and other travelers just passing through, Madam Lillington’s is also a time-honored tradition for local adolescents seeking their first sexual experience. [I had originally stated that Meadowbrook didn’t have an actual brothel, just independent streetwalkers. I changed my mind because I wanted to set up the contrast between The Butter Churn’s wholesome, family focus and a more “adult” and less reputable establishment].

Madam Lillington employs both humans and halflings, though she does insist they be over the age of majority, which in this area is 14. Compared to some establishments in larger cities, the Docks (as the locals call it) is quite tame in the pleasures it offers. Most of her “staff” are out-of-towners escaping bad situations in their home ports, but some are locals. She employs both “bigs” and “littles”, mostly humans and halflings.

  • Madam Lillington, human proprietor and madam of Wind on the Docks.

Gorseberry Blue

Not all traders and travelers are lone adults who might seek companionship for a night. Sometimes whole families work the trade routes and there are always a few devoted clerics, paladins, and other travelers who really are just looking for a hot meal. The best location for that is Gorseberry Blue, which serves good food at reasonable prices. What it lacks in menu diversity, it makes up for in both quality and quantity. Of all the food places in Meadowbrook, Gorseberry offers the best combination good food, quiet atmosphere, and friendly staff and is the most popular spot for those just passing through Meadowbrook.

  • Samar Tanton, human proprietor and owner of Gorseberry Blue

Grapeleaf Inn (The Rats’ Nest)

Not actually an inn at all, the Grapeleaf Inn (known locally as the Rats’ Nest) has only one thing going for it — the food is cheap. Frequented by those at the bottom rung of the economic ladder, locals and out-of-towners alike, the Rats’s Nest definitely lives down to its very poor reputation. Still, if you’ve only go a few coppers to your name, you can get a hot meal here, as long as you’re not too picky about its contents.

  • Bear Strongarm, human owner and propriator.

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”

Quiz: What Metallic Dragon Are You?

I’m away from the computer today, so here’s a fun quiz. Back to Meadowbrook tomorrow!

Which Dungeons and Dragons Metallic Dragon Are You?

BTW, I got Bronze 🙂

City Creation: The Town Guard

Town Guard are not employees of Meadowbrook. A guild in their own right, they’re employed by the town council. Each guild tithes a small percentage of their annual income directly to the Town Guard, in return the Guard protects the other guilds from dangers local and foreign. But how many town guard members are there? The 3.5 Dungeon Master’s Guide gives a figure of 1 full-time guard for every 100 people, meaning Meadowbrook would have 40 guards, which seems like a reasonable number.

Unlike most guilds, the town guard is actually two separate guilds of 20 members each: the Littletun Guard, who police the halfling areas and the Bigtun Guard, who police the human areas. As you might expect, it would be extremely unusual for the Littletun Guard to have a human member and vice-versa, thought it has occasionally happened. This arrangement has caused some racial tensions, since the dock areas and most stores are located in Bigtun; rumors abound that the best imported goods get diverted away from the docks before they can reach Littletun markets. I’ll leave each GM to determine the truth of these rumors on their own.

Each Tun Guild (as the two “subguilds” are known) has their own guild leader who reports to the Captain of the Guard, the head of the combined guild. These are:

  • Captain of the Guard: Bryan Hartman, human fighter [10th level]*
  • Littletun Captain: Piper Hillbottom, halfling fighter [8th level]
  • Bigtun Captain: Robert Roark, human fighter [6th level]

Guild Structure

As mentioned above, each Tun Guild has it’s own captain, with each captain having two assistant captains. The two assistants supervise the “patrols” — teams of four guild members who monitor the streets of the Tuns.  Guildmembers are skilled warriors/fighters, but not as skilled as your average PC warrior/fighter (in AD&D 3.x terms, guild captains are fighters, but average guild members are warriors). Additionally, each adult citizen of Meadowbrook is required to donate time to the town guard as part of their civic duty.

Each citizen is required to serve two days every three months and is also expected to attend a two-hour weapons/training session once every two weeks, as this citizen force also functions as the town’s defensive militia. Last year, Meadowbrook’s town council passed a law allowing property owners to hire someone else to serve their “civic” time. Officially, the law requires the “stand-ins” to be citizens, but in truth, no one checks papers as long a capable, warm body reports for duty. This has caused resentment among the lower income residents, who see the rich being able to buy their way out of the obligation.

Captain of the Guard: Bryan Hartman

Bryan Hartman is a retired adventurer. Born and bred in Meadowbrook, he wandered distant lands for many years, believing there had to be someplace better out there, someplace he could make a name and a fortune for himself. Instead, he found the longer he was gone, the more he missed his home town. After losing his left hand in a war fought to protect a kingdom he didn’t care about for another bag of money he didn’t really need, Bryan returned to Meadowbrook, bought a large farm just outside of town, married a local girl, and settled down to raise a family. He’s a devoted father and husband who honestly cares about the wellbeing of his home town. He has four children — three daughters and a son — and the eldest daughter seems determined to follow in her father’s footsteps. Like many Meadowbrook natives, he views his town’s recent growth with worry, believing the new-comers will be here only as long as Meadowbrook’s new-found prosperity lasts.

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*All levels given are for 3.5 AD&D and are intended to be used as guildelines. If you’re using Meadowbrook with another games system, assume 20th level is the PC maximum, then scale accordingly. So 10th level would be a fighter/warrior/knight who’s about halfway to maximum skill level, etc. For the purposes of creating Meadowbrook, I’m ignoring Epic Level characters – they’re too powerful for inclusion into an “average” town.

You can find a very helpful article about town militias at The Round Table of Bretonnia.

Next time: Tammi Ravenswing and the thieves’ guild.

What D&D Character are You?

A quick break from city development. Time for a quiz! 😀

What D&D character are you?

The first time I took the quiz, I was a Chaotic Neutral Half-Elven Bard. Taking it again today, I’m a True Neutral Elven Bard.

Given the fact that three quarters of the D&D characters I’ve ever played have been bards, I’d say it’s pretty spot on.