What Season is it? (and Dry Hilarity Ensues)

A while back, I ran 2nd edition of my RPG (we all have one, right), when my buddy, Sam (of the former RoleplayingPro.com) pulled out a pun that stopped me in my tracks.

Let me explain…

The PCs are fighting vampires in modern day New York, atop a skyscraper.  Sam goes out onto a ledge, baiting a vampire to follow him.  The slightest mistep means a long, torturous fall to their death.

So, there they are, facing off along this ledge/beam, when Sam uses up his entire turn to ask the vampire, “What season is it?”

The Optomized GM in me wanted to take advantage of Sam’s “wasted” action, but the Story GM in me prevailed.  So, I spent the vampire’s entire action by replying, “Uh… what???”

Sam responded by saying, “Fall,” and then shot the Vampire.  I was so stunned as the GM that, of course, the vampire fell to his death.  For that session, Sam was the gaming bad ass.

I have to apologize to Sam – I stole that pun and used it in a later game that he wasn’t a part of.

Anyway…

I was sitting at work in the jail, NOT surfing the web on county time, when I DIDN’T come across an article about puns in your game.  I don’t usually reference other websites (other than the Site of the Month), but I got a kick out of it, so I thought I would pass it on…

If you think you’d be interested in Pun Attack Actions, then check out ThatRobedGuy Presents.

Playing with Fate: Your “Specialty Aspects”

This part of character creation (in my opinion), is the fun part.  It’s where I get to personalize my character and really make him stand out.  I know, we thought we did that with both of the last two articles (here and here), but that just shows how cool Strands of Fate really is.  In this article, we continue with the second half of our character’s ten aspects.  Last time we talked about our five Character Aspects, today we discover our five Specialty Aspects.

Remember, this is totally optional – you could make five more Character (or generic) Aspects if you wanted, but to really get a diverse and dynamic character, I’m going to follow the recommended Aspect Alphabet as best as I can.  Also, Specialty Aspects are usually tied to particular Ability, where Character Aspects are more broadly interpreted.

Let’s take a look at our Aspect Alphabet again.  We’ve already looked into our first five, now we’ll move on to our last five:

  1. Defining Aspect
  2. A = Ambition
  3. B = Background
  4. C = Conviction
  5. D = Disadvantage
  6. E = Exceptional Skill
  7. F = Foe(s)
  8. G = Gear
  9. H = Help
  10. I = Inferior Skill

6. Exceptional Skill

What skill or talent has “Desolation” Amearus Omaron excelled in?

That’s easy (and simple).  He’s a great warrior, but it’s his skill with a long blade that his enemies fear.  I will most often tie this aspect to my Strength ability.

Master Swordsman

7. Foe(s)

Who out there has it in for Desolation?  Who despises him?  Or, who does Desolation want to do in?

Well, as a General in the 100 Years War, Desolation and his soldiers have certainly wracked up some enemies.  But who is it that I want to make an appearance in his story from time to time?  Enemies are important, so I don’t want his to be some Joe Schmoe from a random nation; I want them to have significance in his current situation.

So, in Desolation’s story, he died in the war and was somehow resurrected as a revenant (unknown by who or why).  I know that Death brought back his ashes because it still has plans for him, but the character doesn’t know that.  His people, leery of his return, sent him to the land of their ancestors, Aerenal.  There, the Undying Court might have the answers that he seeks.  Is he alive, is he dead, is he in a state of “deathlessness” like his distant ancestors?  Is he destined to join the Undying Court?  He doesn’t know, and he isn’t sure if the Undying Court knows either.  However, they have instructed him that his mysterious resurrection has something to do with an unraveling, but equally mysterious Draconic Prophesy, and he needs to investigate this prophesy on behalf of the Undying Court.  Only then will they know how to help him.  Desolation can’t help but feel that he’s being used, but he has no other choice.  So, for the time being, he is forced to follow the direction of the Undying Court, and investigate this Draconic Prophesy.

This makes the Undying Court his “Enemy,” because of his unwanted association with them.  They’re using him for their own purpose, and he knows it, but he has no other choice.  Foes are always associated with your Persuasion ability.

Forced to follow the Undying Court

8. Gear

When I first thought of Desolation, I didn’t have any specific gear in mind for him because he was resurrected out of the Mournland.  No one was there to greet him, and no one was there to answer his questions.  So, I was about to skip this aspect in favor of some other random aspect when I thought, “No, I want to try to get as much out of the game as I can.” So, I figured Desolation was resurrected naked, in the Mournland, with nothing but his signature sword. He is a master swordsman, after all.  So, Desolation has a signature sword, and it came back to him with his resurrection.  What is it about this sword that makes it special? What is it about this sword that is going to have an impact on Desolation’s overall story?

Well… it used to belong to a king or duke (someone of importance).  This was a sword that was a symbol of power or prestige among their people, and (in a fierce battle) Desolation took the sword from its owner (a powerful Hobgoblin king) and killed him with it.  Now he uses that sword proudly in battle as a show of what he has accomplished (and goblinoids of all kind loathe him for it).  If this sword has any special properties other than its craftsmanship and reputation, Desolation isn’t keenly aware of it yet.  He’ll benefit from using the sword in a variety of ways, but he has yet to unlock it’s true potential and significance.  I’m sure the sword’s re-emergence with his resurrection has something to do with Death, and Death’s plans for Desolation.

Sword of Ozroc ‘Uhl

9. Help

Who out there can Desolation call upon for help?  What can he use to help him out of a pinch?

I specifically created Desolation to be out there all on his own, with no one to turn to.  The only help he’s getting is going to come from himself.  His people, his tribe, even his own family have turned their backs on him.  His whole life has been turned upside down by being resurrected as a revenant, and no one he knew wants anything to do with that.  So, if he ever needs any help, he’s going to need to find it in himself.  I think I’ll use “Revenant” as his Help Aspect.

Certainly there are instances where being neither alive or dead can help him.  Later on in character creation, I could purchase a “Racial Package – Revenant,” as an Advantage, but I think I won’t, and instead go with a simple aspect for his race that also satisfies my need for a Help Aspect.  Perhaps later in Desolation’s story I might buy that Racial Package, and even later on I might buy the full-on Undead package.  We’ll see.

Revenant

10. Inferior Skill

I always thought of Desolation as a normal soldier, though one who could inspire his troops.  So right off the bat I couldn’t think of an inferior skill.  Then I remembered his new race as a revenant, and figured that being an “almost undead” character, he’s losing touch with people in general.  I think that a simple, fun aspect would work great here.

Overly blunt

How Can I Invoke My Specialty Aspects?

(Remember, you invoke an aspect when you (the player), want a part of your character to influence the story, scene, or action.  Spend a Fate Point to get a +2 bonus to a single action, perform a re-roll, or to invoke an effect)

  1. Defining Aspect – Resurrected Valenar Warrior of Legend
  2. Ambition – I will regain my glory
  3. Background – Death’s right hand
  4. Conviction – Honor is my middle name
  5. Disadvantage – The end justifies the means
  6. Exceptional Skill – Master Swordsman – This is very simple and straightforward for me to invoke.  My character is a Resurrected Valenar Warrior of Legend (which I can invoke in just about any melee combat), but when wielding a sword, I become an even greater warrior (I am, after all, a Master Swordsman).
    • [Bonus] For just about any attack or parry I make while wielding a sword, I can take a +2 bonus or reroll.
    • [Bonus] After fighting and injuring a tough combatant, I could make an Intimidate attempt to get him to surrender.  I could invoke Master Swordsman to help in this intimidation attempt because he just saw a demonstration of my mastery over the long blade.
    • [Effect] It’s possible that the person standing before my character is one of his old sparring partners, one who can take at least partial credit for Desolation’s skill with a blade.  This is totally subject to GM approval, of course.
  7. Foe – Forced to follow the Undying Court– As my enemy, this aspect will most likely be compelled more often than invoked.
    • [Effect] The shire reeve, who I’m speaking to over dinner, shares in my distaste for the Undying Court.
    • [Bonus] When speaking to any of the elves from Aerenal, I can bring up my association with the Undying Court to gain either their sympathy or trust.
  8. Gear – Sword of Ozroc ‘Uhl– This is a very easy aspect to invoke.  This famous sword belonged to a hobgoblin king (famous among the hobgoblins, anyway).  The sword also has special, yet undiscovered qualities. When I want to use the sword, I must bring it into the scene by spending a Fate Point.  The trade off is that I don’t have to spend any money or resources to buy this item, it will probably be a part of my character’s story for a long time, and I can use it to help me in a variety of ways.
    • [Effect] When combat starts, I can spend a Fate Point to declare that my sword is in my hand, automatically (flair it up however you like).  This brings it into the scene, and allows further invoking by me.
    • [Effect] After our party has been captured, and all our gear taken from us, I can declare that my sword has been claimed by a particular guard, and that said guard is posted right outside our cell.  Remember that this sword is important to my character’s story, which is why it is my Gear Specialty Aspect.  Therefore, unless there’s a very good reason, my character won’t be parted with it for too long.
    • [Effect] Anytime I want to get the attention of a hobgoblin, or group of goblinoids, I can display the sword.
    • [Bonus] I could gain a bonus/reroll when trying to inspire soldiers, because they will then  probably know who I am, and how I got the sword.
    • [Bonus] I could gain a bonus/reroll when trying to intimidate other soldiers, especially goblinoids.
    • [Bonus] And lastly, in a dangerous battle, after I have invoked my Resurrected Valenar Warrior of Legend aspect, and after I have invoked my Master Swordsman aspect, I might be able to call upon the Sword of Ozroc ‘Uhl for one last bonus (it’s a finely crafted, possibly magical weapon of a king, after all).
  9. Help – Revenant – Desolation is now a revenant (not alive, not dead, but somewhere in between).  That could help him out in several situations.
    • [Effect] I need to get to the other side of the crypt (the crypt filled with zombies, skeletons, and ghouls).  Perhaps the GM will let my character simply stumble through them all, as they possibly accept me as an undead?
    • [Bonus] A succubus is attempting to seduce me, perhaps even to dominate me in combat.  As a revenant, I am not as in-touch with my mortal desires as I once was.
    • [Bonus/Effect] As my comrades are retching over, throwing up their rations due to the dismembered, rotting corpses laying about in the dungeon, I am largely unaffected.
    • [Bonus] Me: “Was that poison?  My heart barely beats as it is.”
  10. Inferior Skill – Overly Blunt –My character sometimes loses touch with proper social etiquette.  More often than not, this aspect will be compelled.
    • [Bonus] When trying to fit in with a rowdy bunch of scumbags, I might get a bonus to blend in or befriend these riffraff.

How Can My Specialty Aspects Be Compelled?

(Remember that you, the GM, and even other players compel an aspect to create conflict for your character, instilling complications into his story.  Gain a Fate Point to take a -2 penalty, be forced to re-roll, or make something bad happen)

  1. Defining Aspect – Resurrected Valenar Warrior of Legend
  2. Ambition – I will regain my glory
  3. Background – Death’s right hand
  4. Conviction – Honor is my middle name
  5. Disadvantage – The end justifies the means
  6. Exceptional Skill – Master Swordsman – I imagine that this aspect will not be compelled too often.  It might take some work to consistently compel Master Swordsman.
    • [Penalty] Me: “This opponent is nimble on his feet, and he’s wielding a long whip.  Damn, while I love the sword, it might not be the best defensive weapon in this fight.  This will give me a penalty to parry.”
    • [Effect] It’s possible that the man standing before me has heard of my skill with a blade, and he challenges me to a high-stakes duel.
  7. Foe – Forced to follow the Undying Court– Damn those ancient, undead elves of Aerenal.
    • [Effect] GM: “You know that these elves you’re fighting are from Aerenal, home to the Undying Court.  You probably shouldn’t kill them.”
    • [Effect] GM: “Yeah, your character has fought the horrors of the Sundered Caverns before, and you know that there is treasure still to be found there, but that really has nothing to do with the Prophesy, the one that the Undying Court has directed you to investigate.  You have a solid lead to investigate in the tower.”
  8. Gear – Sword of Ozroc ‘Uhl– Wielding proudly the famed sword of a hobgoblin king (who I’ve killed) is a huge insult to any goblinoid.  Trouble is just around the corner.
    • [Effect] Me: “Hey GM, these street thugs trying to harass us, can they all be hobgoblins?” Why yes, yes they can.
    • [Effect/Penalty] Me: “Hey GM, this sheriff, the one we’re trying to get help from, can he be a hobgoblin?” Why yes, yes he can (as the other players groan).
    • [Effect] Anytime I want to get the attention of a hobgoblin, or group of goblinoids, I can display the sword.
    • [Penalty] Sometimes I might be able to invoke this aspect to help me intimidate hobgoblins.  And sometimes, this could backfire as a compel instead.
    • [Penalty] Perhaps the sword, at times, doesn’t want to hurt hobgoblins, and I thus gain a penalty?
  9. Help – Revenant – Just as I can benefit from my Help aspect, so too can I be penalized by it.
    • [Effect] Anytime I need to interact with an animal (such as a mount), I might have trouble.
    • [Penalty] When sneaking through a village, some of the village animals (chickens, dogs, horses, etc.) might start making a bit of noise because of my presence, affecting my Sneak roll.
    • [Penalty] Perhaps as someone who is not exactly alive, I sometimes receive a penalty to attack undead creatures, or a specific undead creature.
    • [Penalty/Effect] I could receive a penalty (or straight up failure) anytime I try to inspire my comrades or townsfolk (I’m simply losing touch with mortals).
  10. Inferior Skill – Overly Blunt –I plan on compelling this aspect a lot, simply because of the fun to be gained from it.
    • [Penalty] Me: “Thank you, my lord, for seeing us.  You have a lovely palace, and wonderful food, but I think your children eat too much.”
    • [Effect] Me: “My lady, these are H’assassins trying to kill you, very deadly.  We will try our best to protect you, but by morning, you’ll probably be dead.” I might not get a Fate Point for that one, but it sure would be funny.
    • [Special!] Our group might need to convince the townsfolk to calmly pack their things and head out into the hills for their safety, and that by week’s end, the threat will have passed.  The GM could try to compel me to be overly blunt, to get me to tell the townsfolk that they’re going to die if they don’t move their asses.  However, I decline the compel (and the Fate Point that comes with it).  So, the GM (really wanting to create panic in the streets) offers me two Fate Points for this compel.  Now I have to wonder, should I take the compel for two Fate Points, or stick to my guns about keeping the townsfolk at ease?

In Conclusion

We have just finished developing my character’s ten aspects, as suggested by the Strands of Fate “Aspect Alphabet.”  In just ten little phrases, we have come up with everything we need to know about my character’s background, the people he knows, his attitudes, morals, and goals.  Of course, I’ve committed a lot of digital words describing these aspects, but nowhere on our character sheet are we expected to explain our aspects; it’s quite enough to simply list them.  After this, all we have to do is assign our Ability Points, figure out our Advantages (talents and powers), and equipment.  It’s all simple and straightforward, and not intensive at all.

For more articles on Playing with Fate, go here.

Chimera Mount (steal this mount)

The Chimera, once thought impossible to tame, has become a challenge to a few brave souls.  Few have mastered this talent, as many others have fallen to the beast, or been horribly mauled.  However, those who are successful in dominating this beast gain a fiercely loyal companion.

Prospective riders must be present at the creature’s birth/creation, and must take part in its training (anywhere from the first three to five months of its life).  It’s imperative that the rider work with a trainer (an expensive trainer), following his every instruction.  It’s equally important that both the rider and trainer be of equal or higher level than the Chimera at all times, in order to maintain dominance over the creature.  This is made all the more difficult because of the creature’s three heads.

In the training, all three of the heads must learn obedience, and the creature and master must learn to work together. By the end of training (if successful), the rider will have bonded with a fiercely loyal mount, one that will most likely never take on a new master (it’s not the “instructions” that the mount follows, but the master who was with it for the first few months of its life).  The mount will give its life to protect its master, fighting to the death, and certainly knows no better purpose.

As part of its training, the creature is restricted from developing its intelligence.  It can’t speak, and only understands the commands of it’s rider.  Also, while mounted, the creature can’t fly.  Because of this, the creature has been improved in other ways.  Namely, the Chimera Mount has learned to use its wings to assist in its land-based movement (increased speed, climbing and jumping), and while mounted, it and the rider gain a small bonus to their AC and Reflex.  As the rider gains levels, so too does the Chimera Mount, though only up to level 12.

Quite simply, the devastating Chimera (brutish in nature) has been dominated and reduced to a weaker skirmisher.  It’s a very nervous creature, one that is prone to throwing fits if left apart from its rider for more than a day.  It’s a high maintenance, protective creature, because it relies on its master to make decisions.  Even when near its rider, it can still sometimes be a nervous, skittish creature (though that doesn’t diminish its effect it has on those nearby).

The creature will not accept another single rider, but will allow a second rider.  Should the creature and master ever be separated for more than two weeks, the bond between them will be forever broken, and the chimera will be forced to think and fend for itself (becoming a full-grown, 15th level, elite brute Chimera).  However, before the Chimera Mount starts to change into its more powerful, independent self, there is a small window of opportunity for someone new to dominate the creature, requiring a successful one-on-one fight with the Chimera Mount, followed by an immediate difficult Nature check.

Image by Rebecca Kemp, from Becky’s Wildlife & Fantasy Art.

Favorite Site of the Month – March/2011

I love finding new gamer blogs, especially well-written gamer blogs.  HELD ACTION is one such website.  Here’s a bit I’ve borrowed from his “About” page:

“My name’s Tyler. I live in Burlington, Vermont, on the western edge of the group of states collectively dubbed New England. This is my blog about tabletop games I like — mainly roleplaying games with a bit of board games on the side — and the kind of gaming goodness we get up to here in Vermont. Sometimes I’ll report on the games I’ve played recently, or RPG books I’ve read. Other times, I’ll have campaign ideas or character concepts I want to type out.

Being a bit of a convention hound, there will certainly be news and reports from the various conventions in Vermont, New England and surrounding areas. As staff for several different conventions over the years — Lorecon, Northeast Wars and now Carnage — I have a bit of insight into the process of planning and putting on events for the nerdly.”

His site doesn’t have some weird gimmick, and there’s not a lot of bells & whistles – just solid, well-written articles about gaming.  I like reading his stuff, and I’m sure you will too.  Stop by HELD ACTION, say hi, and go back often!

How to Fight the Convention Gods, and Lose!

What follows is a dissertation that not only proves the existence of Convention Gods, but that said Gods are both Chaotic Neutral and all-powerful.  I will present my argument as a series of battles, with the final battle concluding the war.  By the end of this reading you will understand that you simply cannot fight Convention Gods and expect to win.

Battle 1: Desire – Victory!

The war begins with my desire to experience my first convention.  It’s a simple volley, and the Convention Gods quickly cede the victory to me, as they know that I’ve been wanting to experience my first convention for about three years.  I felt strong going into this battle, and came out the confident victor.  Of course, this victory gives me a false sense of hope, as I simply have no idea of what I’m really getting myself into.

Battle 2: Planning – Victory!

For this trip I wanted to bring my wife and kid with me.  It was quite understood that I wouldn’t really have any time for them (except for the occasional meal), but they understood that.  My wife’s parents would also be accompanying us, to keep my wife and kid occupied with touristy-type activities.  This ensured that my family wouldn’t be bored for the duration of the weekend, and in fact, got to take their own mini-vacation.  The plan was for me to drive down with some friends Friday morning, and my family would drive down later in the day (after their commitments were taken care of).

It was the perfect plan.  My whole family got to take a mini-vacation, and we were expecting the whole trip to cost very little.

Battle 3: Execution of Travel – Defeat

Of course, all great plans are doomed to fail.  Months of anticipation were almost crushed when the Convention Gods threatened to close the pass with a heavy snow-storm.  Also, I got sick this week, further threatening the possibility of going.  So the whole week prior to the event was filled with stress, as I didn’t know if we’d get to go or not.

Thursday comes, and the parents-in-law have to drop out.  This means that if we still get to go, the wife and kid will have less to do.  Also, the wife doesn’t want to drive by herself in a snowstorm, so I’m going to have to drive her.  That means that I don’t get to leave in the morning, having to wait until she is ready to go in the afternoon.  This would practically ensure that I wouldn’t get into the game that I wanted to on Friday, the game that I wanted to play over all others.

After our late start on Friday, we head over the mountain (and of course it’s snowing). Right off the bat we are forced by the Department of Transportation (DOT) to pull over and put on cable-chains, cable-chains that my wife bought a month ago.  Of course, they don’t fit, so I have to buy another set right there.  After that we head back out onto the freeway, and DOT has left the area.  Sweet!  I can take the cables off.  So I drive about ten miles and then take off the cables.

Nope.  DOT simply moved further up the mountain.  So I have to pull over again to put them back on.  Ok, now after another twenty miles I’m allowed to pull over and take them off.  I get out, open the driver’s side door of our van to get my jacket, and an 18-wheeler charges unnecessarily close at 50 miles an hour, throwing ice-cold slush up my entire backside – from head to heel.  So much slush got thrown up that it drenched the inside of my van, and even got all over my wife (who’s sitting in the passenger seat on the other side of the van!).  -sigh-

So, a three-hour trip ended up taking six hours… six miserable hours.

The Convention Gods laugh at me.

Battle 4: My Target Game – Defeat

But all is not lost!  I get to the hotel and get checked in.  The staff are nice and professional, and there’s not a single person in line to register for the convention, so I get my badge in what must be record time.

And, I get there just in time to sign up for my target game, the one game that I really wanted to play.  The one game that if I didn’t get to play in any of my other preferred games, I would still be happy.

Annnnnd it was canceled.  This was the only game that I was really looking forward to, and not being able to play it really soured the rest of the weekend.  In defiance, I spent most of my time that Friday in my room with my wife and kid.

The Convention Gods laugh at me.

Battle 5: Paying for my Trip – Defeat

I took a bunch of gaming stuff with me, with the intention of selling it at the convention.  There was a market/swap meet on Saturday morning, and I was fully expecting to clean house.  In fact, my buddies also gave me their stuff to sell, since they’d be playing games.  I would miss out on any games for the first half of the day, but that would be ok because I was going to pay for our entire trip with my sales.

Well, not only did I not make very much money, but my kid bought a bunch of junk, thereby spending everything that I made.  Of course, I made my friends a bunch of money while they were busy having fun, so it wasn’t a total loss in that respect.  It’s just unfortunate that I thought my trip was going to pay for itself, and am instead a few hundred dollars in the hole.  I would have been fine with the cost, had I been expecting it.

The Convention Gods laugh at me.

Battle 6: Hotel Food – Defeat

I’m from Reno, and I’ve worked in hotel/casinos for 13 years.  So I’m used to a huge variety of restaurants, from diners to cafes to buffets to steak houses. Our hotel tried, but their food set-up just failed.  The variety, the price, the service, it was all just wrong.

I’m not going to go into heavy specifics, because I’m sure we’ve all received bad service, been over-charged, and had lousy selection of poor food.  But I will ask: who ever decided to combine a steak house with a buffet?  Those are culinary polar opposites.

And come on waitress, when our crappy food / lousy service / over-priced bill is $30 and we give you a $50, do you really think that coming back with a $20 bill as change is going to get you a $20 tip?  I think not.

The Convention Gods laugh at me.

Battle 7: My First (and only) Convention Game – Defeat

My first and only convention game could have gone better:

I go to the room of my first convention game – a game I haven’t played in over 15 years – and am immediately hit with a “humid gamer aroma,” to put it nicely.  Ok, I can get used to it, I guess.

On a good note, a father/son duo was playing in this game, so that was cool.

So, the GM hands out some half-filled out character sheets.  We then spend the next hour finishing our characters – an hour well-wasted.

The game (a game that is supposedly about style over substance) was instead all about substance, and combat.  The first death of the game happened within the first half-hour, and it was a player character.

With all the secret notes being passed around the table by the GM and the fixer, many of us were left out of the game’s story, and were left wondering if we were ever going to work as a team.

I haven’t played this game a lot, and it’s been well over 15 years since I’ve played it, but I had a better grasp of the rules than the GM did.

At one point, my character took an action that directly affected another PC (I felt the PC was trying to screw us, so I tried to stop it).  My character had good reason to interfere with the other PC, but that player didn’t like it.  He proceeded to berate me with questions as to the validity of my actions, then said I had no reason for taking such an action, and shouldn’t do that – yadda yadda yadda.  This dude was all over me, acting like a complete ass and cry-baby.  I was this close to calling him a god-damned bitch, and telling him to shut the fuck up, but I guess I took the high road.  I said that if he wanted to play my character, I’d hand him the sheet.  That shut him up, and play continued.  I hate freaking cry-babies.

With my wife’s parents not here, my wife and kid are stuck to themselves. Halfway through the game my wife calls me to say that our 6-year old kid left the room in a fit, and that she went after him, only to lock herself out of the hotel room.  So (of course), I have to leave the game to go let her back into the room, and listen to her tell me that our kid has been a raging Godzilla, and that she’s thinking of leaving on Sunday instead of Monday.  Awesome.

The end of the game reveals that the Fixer PC was indeed pulling a fast one on us.  I was right.  Yay.

The Convention Gods laugh at me.

Battle 8: The Last Stand – Utter Defeat

I trod my way back to the hotel room, a room that is littered with junk, clothes, gaming crap, and a sour wife.  I tell her about my night, and say that I hope Sunday and Monday are better, and that if she wants to leave on Sunday, I’ll catch a ride with a friend on Monday.  She says that there’s no way she’s staying past Sunday morning, and hopes that it doesn’t snow while she’s going over the pass (because she hates driving in the snow, not to mention over a snowy mountain).

That was it.  That was the moment I knew the Convention Gods had won.  There was no way that I would let her go over the mountain with the possibility of it snowing, her getting stuck for hours, or worse.  I knew I was defeated, utterly defeated, and I drove us home the next day with my tail between my legs.

The Convention Gods laugh at me, hysterically.

Final Score:

Convention Gods: 6 – Winner!

Chris: 2 – Loozah!

I apologize to you, Convention Gods.  You are all-powerful, and I am defeated.  I promise that if I ever try to go to another convention, I’ll play by your rules.

What I’ve Learned:

  1. For my next convention, I will make plans, but I understand that such things are subject to change.
  2. I will leave all family members home, so that I can devote more time to the Convention Gods.
  3. I promise to devote all of my time to you, to make sure that I’m at your worship from Friday afternoon to Monday morning.
  4. I will bring better, healthier snacks.  I will drink more water, instead of soda.  I will not eat in a steak house, and I will not complain about the food.
  5. I will make an effort to look forward to more games, instead of placing all hope into only one game.
  6. I will run a decent game for my fellow gamers, because they deserve it.
  7. I will not try to pay for my trip by selling gaming junk.  I will instead  go to the gaming convention with the intent to game.

I bow to you, Convention Gods.  You humble me.

Playing with Fate: Your “Character Aspects”

In Strands of Fate, most player characters are created with ten aspects.

Wait a sec… Let me back up… If you aren’t familiar with Fate, here’s the 38-word rundown: Aspects are simple phrases that sum up everything that is important about your character. These phrases come into play quite often as a simple, major component of the game mechanic, while simultaneously explaining your character’s concept and background.

“Yeah, but how do I come up with those 10 little phrases?”

Easy. Just follow the Aspect Alphabet. The Aspect Alphabet is a nice little package that helps you invent your aspects one at a time, with each one leaning a certain direction. Using this alphabet is entirely optional, but even many veteran Fate gamers will use all or most of this tool, as it simply helps to make a well-rounded, rich character.

The Aspect Alphabet is divided into two parts: Character Aspects and Specialty Aspects. Today we’re going to talk about Character Aspects. As the name implies, these aspects describe who your character really is:

  1. Defining Aspect
  2. A = Ambition
  3. B = Background
  4. C = Conviction
  5. D = Disadvantage

We’ve already talked about our Defining Aspect (Resurrected Valenar Warrior of Legend), so let’s jump right into our other Character Aspects, starting with Ambition.  After we figure out what they are, we’ll look into how we can use them in the game.

2. Ambition

What is it that my character, “Desolation” Amearus Omaron, seeks? What is he trying to do? What is his goal?

Well, I know that as a Resurrected Valenar Warrior of Legend, he once attained immortality (figuratively speaking). Others revered him as a great warrior, chanting war cries about him after his death. That’s quite an honor in Valenar society, and made his family proud. However, now that he has been resurrected (especially as a revenant), he has lost that distinction. The Valenar elves revere their greatest dead warriors, not their undead. Granted, Amearus isn’t undead, but as a revenant, he’s not alive, either. This has isolated him from his people, who don’t really know what to think of him. They certainly don’t respect him like they used to, and in truth, they now just barely tolerate him. This is all more than he can bear, and wants nothing more than to regain his glory. He must regain his glory. That’s it, I’ve found my Ambition:

I will regain my glory

3. Background

What is there about my character’s background that will influence his future? What, from his past, is going to have an effect on this character’s story?

In the 100 Years War, Amearus had fought in over 100 battles. As a soldier, he was certainly skilled enough, but it was an unnatural power that followed him into battle. Almost all of his opponents have died from their injuries, even those opponents who surrendered or retreated – they still died from their injuries inflicted by Amearus. His fellow soldiers eventually noticed this, and used it to help drive fear into their enemies. He quickly earned the fitting moniker “Desolation,” which in turn furthered his reputation, status, and rank. Few (if any) questioned this rumored “cloud of death” that followed Desolation into battle, because (in a time of war) he and his men produced continuous, solid results. Until recently, even Desolation didn’t question his place as death’s right hand. That’s it, I’ve found my Background:

Death’s right hand

4. Conviction

What does Desolation believe in? When is he going to stand his ground? When he has something important to say, what is it about?

Elsewhere I mentioned that I wanted this character to be (at times) at odds with his morals and convictions.  I wanted him to have strong ideals about honor, loyalty, and duty to country, though because of his taint with “Death” (Death’s right hand), he’s starting to lose touch with his former, ideal self.  Death’s right hand has an effect on him that will be subtle at first, then more pronounced as he continues to do Death’s work.  So, for his Conviction Aspect, I think that Honor is my middle name will work great.

Honor is my middle name

5. Disadvantage

To give my character some great inner conflict, I’m going to make my Disadvantage pretty much go directly against my Conviction.  I think The end justifies the means will do just fine. This aspect is not exactly dishonorable or evil, but it’s going to be useful in balancing out his Conviction.  It’s a great way to justify doing things that he might not normally do.  It’s more or less a sneaky tool that Death is using to corrupt Desolation, to help him cause more death and destruction.  In Desolation’s story, there is now potential for a tug-of-war between Desolation’s Conviction and Disadvantage.  He’s naturally an honorable person, but his Disadvantage will slowly start to blur the lines between right and wrong, order and chaos, and maybe even destroy his sanity.

The end justifies the means.

How Can I Invoke My Character Aspects?

(Remember, you invoke an aspect when you (the player), want a part of your character to influence the story, scene, or action.  Spend a Fate Point to get a +2 bonus to a single action, perform a re-roll, or to invoke an effect)

  1. Defining Aspect – Resurrected Valenar Warrior of Legend
  2. Ambition – I will regain my glory– I will most often invoke this aspect any time that my character is going to do something flamboyant, difficult, or very challenging – especially if others are present to witness.  This is my “show off” aspect.  This is my character trying to “be the man” so that others will revel my awesomeness.  Only as a glorious warrior will I once again achieve immortality among my people.
    • [Bonus] Should we get ambushed by orcs, I’ll take on three at a time.
    • [Effect] I could bait the biggest, toughest foe to attack me (or all enemies).
    • [Bonus] Should I try to intimidate the orc chieftain in front of his men, I’ll do so with style.
  3. Background – Death’s right hand – Death is hanging over me, following me wherever I go.  I’m a great warrior, but even more so because I have the touch of death, and can call upon it to aid my blade.  This is an aspect that I would invoke in combat, but only under certain conditions.  I think this fits well when facing living opponents.  It doesn’t usually work against constructs, demons, devils, objects, or elementals (or any chaos monsters that are hell-bent on death and destruction), and it probably doesn’t work using ranged attacks (it’s an up close and personalkind of thing).
    • [Bonus] Any soldier worth his weight in dirt should know not to face me (or so I feel).  Death will certainly back me up on this with a +2 bonus.
    • [Effect] I could invoke Death’s right hand on an injured opponent (who I wounded) who runs away.  Perhaps rolls to heal him take a -2 penalty, or he doesn’t heal at all, and ends up dying?
  4. Conviction – Honor is my middle name– What can I say?  I’m an old-fashioned, honorable kind of guy.
    • [Bonus] Should some spell effect me to do something dishonorable, I can use this aspect to fight that spell.
    • [Effect] Should I ask the Duke to help us in our quest, he might be more inclined to help an obviously honorable man.
  5. Disadvantage – The end justifies the means – As this is my Disadvantage (and because of how it is worded), I’ll be invoking this rarely.  This aspect will come into play more often when compelled by either me or the GM. Later on in Desolation’s story, I might start invoking it more often to reflect him becoming more of an agent of Death and destruction (if that’s how his story plays out).  For now, I’ll invoke this aspect any time I’m working toward a goal, but my method is not exactly honorable.
    • [Bonus] Should we ever need to get information out of an unwilling subject, this will work quite nicely as I “encourage” him to talk.
    • Really, any action I take that can progress me to my goal (and is not exactly an honorable action) can benefit from this aspect.

How Can My Character Aspects Be Compelled?

(Remember, you and the GM compel an aspect to create conflict for your character, instilling complications into his story.  Gain a Fate Point to take a -2 penalty, be forced to re-roll, or make something bad happen)

  1. Defining Aspect – Resurrected Valenar Warrior of Legend
  2. Ambition – I will regain my glory– I imagine that this will be compelled when my character is trying to do something on the down-low.   My character is trying to accomplish great things to regain his immortality, not subtle things to just “get by.”
    • [Effect] I’ve been tasked by the party leader to sit tight and watch our back.  However, the GM can compel me to go off on my own and search that other room instead.
    • [Effect] My character could be badly injured and retreating, but the GM can compel me to go after more enemies (or the toughest enemy).
  3. Background – Death’s right hand – Death IS hanging over me, following me wherever I go.
    • [Effect] Any enemy that I fight, that I’m trying to capture, might get hit with a killing blow accidentally.  Or, he simply might die from his injuries after the fight ended.
    • [Penalty] Perhaps I take an action in an attempt to save an ally.  Now I have a penalty to that action.
  4. Conviction – Honor is my middle name– Sometimes honor can get in the way of things.
    • [Effect] When the situation calls for it, strong arm tactics are the only way to go.  I could be compelled to not let that happen.
    • [Effect] The GM could pull this one whenever I try to tell a much-needed lie.  “Ok, it was us who killed your brother.”
    • [Penalty] Sometimes intimidation is not in my nature.
  5. Disadvantage – The end justifies the means– This is simply great because it can easily represent my past coming back to bite me in the ass.
    • [Effect] “Damn.  In one of my previous battles in the war, my men and I set up an ambush in a village to trap an advancing enemy.  The enemy was beaten, but the village was leveled.  These people are those displaced villagers, and they do remember me.”

Coming soon: Your “Specialty Aspects”

Sneak Peek at Our New 3D Terrain!

Check it out!

These are some of the 3D Terrain sets and pieces that we’ve been using in our home games, and a few of them have made it to John’s convention games.  They’ve seen some use, and gotten a lot of love.  Updated versions of what you see here will soon be available at the Shack, because they’re just too cool not to be!  Also, we have a whole line of additional sets that we can’t show you here just yet, so stay tuned!

Fort Griffon
Fort Griffon
Rock Formations
The Ruins
The Ruins
The Ruins
The Ruins
The Ruins
The Portal
The Portal
Creek Bridge
Creek Bridge

Playing with Fate: Your “Defining Aspect”

Even though all aspects have the same base definition, and mechanically act in the same way, your Defining Aspect really encompasses the meat of your character.

  • Who is this?
  • What do they do?
  • What is their profession?
  • Where does he come from?
  • How is he different from others like him?
  • What is it about this character that will make me immediately aware of who I’m really playing?

Sum it up with a single phrase.  Here’s an example:

Elven Fighter

Ok, that’s a start.  Let’s expand upon that.  Well, I know he’s been in over 100 battles in the 100 Years War, so let’s give him a reputation (he’s a great warrior after all).  A soldier, legendary even.

Elven Fighter of Legend

This guy is legendary.  He’s not a mere fighter or grunt soldier.  He was a Warlord or General.  Actually, his legendary status comes more from his personal accomplishments on the battlefield, not his leadership ability.  A Warrior.

Elven Warrior of Legend

Wait a minute.  He’s bred for war.  Who’s bred for war…?  The Valenar elves.  Even after the war has ended, they’re still looking for ways to start it back up.  That’s all they really care about.  Yeah, Valenar.  Besides, the Valenar all aim to become glorious warrious, legendary.  Yeah that fits.

Valenar Warrior of Legend

And why is he legendary, exactly?  …Because, in all those battles he took part in, just about all of his face-to-face opponents have died from their injuries.  Even if they were able to surrender or retreat, most of them still died anyway.  This gave him the nickname, “Desolation.”  Nice.  Perhaps this touch of death, or Death, has plans for him.  However, I think that sounds like a different (separate) aspect, so I’ll save that for later.

Valenar Warrior of Legend

That’s cool.  Seems about right.  But how can I punch it up a little bit more?  I know… he died and has been resurrected.  Yeah, that’s perfect.  The Valenar elves revere their dead ancestors, so when he died, that’s when his legacy became immortal.  Many Valenar would go on to revere him in their stories and war-cries.  However, he’s been resurrected, perhaps as a revenant.  Yeah, those Valenar aren’t going to like that. Not dead or alive, but somewhere in between.  They aren’t going to like that at all.   Especially Desolation, because that’s stripping him of his “immortal” status (no more campfire songs and war-cries about him – he’s tainted).  He had attained “immortality” through his reputation and deeds, now that he’s alive again (kind of), that distinction is gone.  I think I’ll keep revenant for another aspect, though, and go with:

Resurrected Valenar Warrior of Legend

THAT, is my Defining Aspect.  That is who I am playing.  Not merely a simple “Elven Fighter,”  but a Resurrected Valenar Warrior of Legend.  When I need to be reminded of who he is and what he does, this is the phrase I’ll come back to.  When someone asks what kind of character I’m playing, this Defining Aspect is what I’m going to say, and they’re going to know exactly what I mean.

Resurrected Valenar Warrior of Legend

So, how can I use this aspect in the game?  I imagine, because it’s my defining aspect, that it’ll come into play often.  As with all aspects, the best ones are those that can be used both for and against you.

How Can I Invoke My Defining Aspect?

In Strands of Fate (your version of Fate may differ slightly), I will spend one Fate Point (FP) to invoke my Defining Aspect.  I’ll do this anytime I think that my Defining Aspect is relevant to the action, scene, or story, and I want to get a +2 bonus or effect.

In combat, it’s very easy for me to say, “I attacked the orc and got a 6.  Since I’m a Resurrected Valenar Warrior of Legend, I easily have the training and experience to cut this mongrel to shreds.” I spend my FP and thus get a +2 bonus to my attack roll, making my total a mighty 8.  Conversely, had I rolled poorly to begin with, I could have spent the FP to get a reroll instead.  Of course, this works the same way when the tables are turned – I could invoke my Defining Aspect when being attacked by the orc, and I want a bonus to parry.

By spending the FP, I’m saying, “My character is a bad-ass, and at this moment, his skill, talent, and experience are really shining through.”

Social Conflicts are, of course, a viable time for me to invoke this aspect.  “Hey GM, we need to get these soldiers to quit hassling us so we can continue along this road.  I invoke my Defining Aspect, Resurrected Valenar Warrior of Legend, when I talk with them.  I want them to understand that I’m used to giving orders to hundreds of soldiers, and they should think twice about trying to push us around.” For this, I would get a +2 bonus when trying to intimidate these soldiers, or get past them diplomatically (also spending that FP).

Also, I could invoke this aspect when talking with other Valenar warriors, to show a sort of camaraderie of old soldiers who fought on the same side of the war.

As a declaration, I could say to the GM that “because I’m a Resurrected Valenar Warrior of Legend, I actually fought a battle in this particular valley.  There is, in fact, a stronghold around the bend where we can take refuge from the advancing pack of gnolls.” Of course, this is ultimately subject to the GM’s approval, but you get the idea.

One more example: The party is being attacked by four wraiths.  I could spend the FP and say, “because I’m a Resurrected Valenar Warrior of Legend (resurrected being the key word), all of the wraiths will attack me in the first round.  I have tasted death (and should, in fact, be dead).  The wraiths simply don’t like the fact that I’ve cheated that fate.” Yeah, I’m the heroic bad-ass.  This is all part of my plan to regain my glory.  Now, I could spend the FP for this declaration (and the GM could certainly accept it), but if he was feeling especially generous, the GM might even give me this declaration for free, because ultimately, it’s my character who’s paying the price.

Turning the Tables, How can my Defining Aspect be Compelled?

At first you may think that it’s bad for the GM to compel your aspects.  And really, how can he compel your Defining Aspect?  That’s who you are.  Easy (and for good reason).  First of all, his compelling of your aspects provides you with Fate Points – points with which you power your aspects for your advantage, as well as using many of your other special abilities.  Not only that (and more importantly, in my opinion), the GM compelling your aspects makes for greater conflict and thus, greater story.  I mean, really, do great heroes spend their time overcoming sunny days and tea parties?  No, they are great because they overcome conflict.  And that is where “compelling your aspects” comes in.  Remember, just because the GM is compelling one of your aspects (offering you a FP for it), you don’t have to accept the compel; you can choose not to take the FP and negate the compel.

In combat, it might be tricky for the GM to compel your Defining Aspect (I mean, I am a Resurrected Valenar Warrior of Legend, after all), so in this case the GM would have to get inventive.  He could say, “You’re a Valenar Soldier, used to going after the killing blow.  Honorable, friendly duels are not exactly your forte.  So, in this friendly duel with the Baron (this round), I’m compelling your Defining Aspect to take a -2 penalty to your roll.  If you take the penalty, you’ll get one Fate Point.”

You could take the penalty and gain the FP, or you could refuse them both, saying, “You’re right, I’ve never been in a duel, but a duel is much like sparring with a training partner, and I’ve done that many a time, so I’ll do just fine.”

The GM could also say, “As a Valenar Warrior, you’ve fought the Valenar way for over 50 years – direct, hard, and brutal.  And, most of your opponents have been opposing soldiers.  These swarms of  rot beetles are not your typical foe, so they get a +2 bonus to attack you this round.  Do you accept the FP and the compel?”

Remember the four wraiths that I wanted to attack me?  That was me invoking my aspect so that I could save my friends.  Let’s say that I wasn’t feeling especially so brave, and at that moment I felt that it was every man for himself.  The GM could simply compel my Defining Aspect and have all of the wraiths attack me (those wraiths hate the resurrected).  At least I got a FP for it, and the story got that much better.

Social conflicts are easy to handle with this particular Defining Aspect.  The GM could compel the Valenar part of the aspect anytime the character is talking with someone who hates the Valenar (or elves, even).  Or perhaps, as an ex-soldier, the PC is talking with someone who has been repeatedly harassed by soldiers.

Getting even more bang for your buck, “You would think that because you’re a Valenar Warrior of Legend, these other Valenar warriors would respect you.  It’s just that you’ve been resurrected, and in their eyes, all that glory has been reversed.  These Valenar actually pity you.  You’re almost a disgrace.”

As a declaration, the GM can also pull this one:  “Here’s a Fate Point.  You can’t deny this declaration.  The man standing before you is the soldier who killed you in your last battle of the 100 Years War.  He’s hunted you down, and quite apparently aims to finish what he started.  Roll Initiative.”

And my favorite: “I’m a warrior, bred for war.  This Noble’s ball is not exactly my scene, and I’m totally out of my element.  Sorry guys, but I stick out like a sore thumb here.  Hey GM, I declare that too many people are taking notice of me, and I’ll take that Fate Point for it.”  See that?  The GM is not the only one who can compel an aspect; you can too (it makes a better story, and you get more Fate Points).

In Conclusion

In each of the above examples, the Defining Aspect of the character has affected the plot and story of the game, or at least shown clear motivations for certain actions (by both the player and GM).  In each instance, the story became more rich, and the character more memorable.  Everything was centered around who the character is, how he affects the game, and where the story goes.

That, is a Defining Aspect.

For more articles on Playing with Fate, go here.

Favorite Site of the Month – Feb/2011

Hi.  My name is Chris, and I’m an RPG-site-aholic.

I love finding cool RPG sites and adding them to my Reader.  I especially love it when, later, I start poking around their site and find all sorts of golden nuggets.  It’s like a double win!

Well, that happened the other day with Dungeon’s Master, and I’ve been loving it.  Not only do they have a TON of cool, useful resources for your D&D game, but those resources are easy to reference as well.  For that, Dungeon’s Master is Stuffer Shack’s Site of the Month for February!

Here’s Ameron with a few words, in case you aren’t familiar with their site:

“I’ve really enjoyed your Site of the Month feature and am really excited that you’ve chosen Dungeon’s Master for February. Your timing couldn’t be better as February 1st is our second anniversary.

Wimwick (Neil Ellis) and I (Derek Myers) have been friends for over 30 years. We’ve been playing RPGs together since we were teenagers. When 4e D&D came out in the summer of 2008 we found ourselves going to the internet a lot for ideas, resources and clarification on rules. After a few months we realized that there were a lot of gaps in 4e D&D. Not only was Wizards not filling in those gaps (at the time), but neither was anyone else. So we decided to step up and do something about it.

Our number one objective has always been to do our part to make your D&D experiences better. We felt we could do that by offering tools, resources, advice and anecdotes about our gaming experiences. The more articles we wrote and the more readers we gained, the more Dungeon’s Master became the place that other gamers were coming to find all of those things missing from D&D. The real trick was to keep up the quality of our material (we weren’t going to post just for the sake of posting). Two years later we feel that we’ve lived up to that goal. Our traffic and our subscriber numbers continue growing, so we must be doing something right.

We deliberately choose to focus exclusively on 4e D&D. This really helped us find a solid, core audience. Our readers know that when they want 4e D&D content, we’re the place to visit.

As we move into our third year, we’re going to keep following the model that endeared us to so many gamers. We’ll keep publishing new material every day, Monday-Friday. Our goal is to become the number one D&D website behind only Wizards of the Coast themselves. By continuing to publish top quality articles on D&D, we feel that we’re well on our way to meeting that objective.”

I only wish that I would have started reading their stuff sooner!  Anyway, as Ameron said, today is Dungeon’s Master’s 2nd anniversary, so stop by and congratulate them.  Also, if you have the time, check out this Spotlight Interview they gave to Wizards of the Coast.

See you there!

Playing with FATE, a New Project!

In our opinion, no other game brings out the role-player in you, like FATE can. No other game brings out the collaborative story-telling, like FATE can. And no other game can simply be as rewarding – as FATE can. However, with the many incarnations of FATE (and its radical approach to gaming), it can be a little intimidating to tackle. But fear not! We’re here to help you.

There are several games that utilize the FATE engine (Fantastic Adventures in Tabletop Entertainment):

  • Spirit of the Century
  • Starblazers Adventures
  • Dresden Files RPG
  • Diaspora
  • Awesome Adventures
  • and several others…

The newest version (Strands of FATE) pulls previous versions of the system together into a more streamlined, multi-genre utility. We believe that because of its potential, it’s going to become the system of choice for many, many new games coming out in the near future.  2011 – 2012 will simply be huge for FATE-based games. Because of this, and because we love the system so much, we’re starting a new project…

PLAYING WITH FATE

Basically, you’ll be seeing several articles that explore the system, putting it into use, and showing you how to get the most out of it. Concepts will be explained, examples will be given, and questions will be answered. It’s not that the FATE system is hard to use, it’s simply a different approach to RPG systems (truly collaborative story-telling between players and GM, as well as greater immersion into player characters).  In short, if you want to learn how to play FATE – and get the most out of it – look no further.

Articles will primarily be written by some of us at the Shack, as well as Strands of Fate creator, Mike McConnell.  If you have experience with Strands of Fate (or any FATE-based game), and would like to contribute, shoot us an email!

One last thing: Even though we’ll be talking about the FATE system, many of its concepts will apply to any game you’re playing.  So stick around!

For more articles on Playing with Fate, go here.