Assuming that we did have a contest, the dice would need a home…
Author: Chris Stevens
Take the Challenge – Say Yes
Imagine the scene: You’re playing the uber-cool DEATHWATCH, more specifically, larger-than-life ultra-high-tech space marines. You carry ultra-cool equipment, like bad-ass armor, a super-cool machine-gun, and jump-jets that help you run faster, leap over obstacles, and even fly. Oh, and don’t forget about your ability to sustain your daily nutritional requirements from your built-in ever-efficient “Waste Recycling” system (yeah, you read that right). You’re fighting hordes of Planetary Defense Forces – who you squash like bugs.
However, your team is under fire from all directions, including missile-fire from the top of a tower (ok, those kinda hurt). So, you decide to scram to the inside of the base of the tower, and plant a quick explosive. You set the timer to go off at the end of your next turn, and prepare to get the hell out of Dodge. Unfortunately, at that moment, the tower gets surrounded by hordes, hampering your escape. What do you do?
Well, you could probably fight your way out through the horde. Or… you could ask your GM if you can use your jump-jets to shoot straight up through the tower floors, just as the explosive goes off. You’d be busting through the roof (and the guys shooting the missiles) as the tower crumbles, leaving you hovering 50 meters in the air, looking like the Angel of Mother Effing Destruction. That, would be cool.
I don’t care who you are, that would be cool (and in truth, it was). Sure, maybe the rules don’t specifically support this action, but so what? It’s still cool. However, let me tell you how it would not be cool:
- The GM says, “No.”
- The GM says, “Let me check the rulebook.” Or,
- The GM says, “Well, give me a hard Perception roll, a hard Agility roll, and a hard Toughness roll.”
Really?
If you’re the GM here, how should you handle this? I’ll tell you how. You say, “Abso-freaking-lutely. Just give me a Tougness roll to see how roughed up you get from busting through the tower floors.” Cause that’s how it went down, making the game experience simply ultra-fun.
I know you’ve read articles before about how the GM should just say “yes.” Maybe you agree, maybe not. All I can say is that the game is just that much more fun for most gamers when the GM tries to find a way to say “yes.” I’m not saying that GMs should cater to the players at the expense of game and story balance. What I am saying is that story trumps mechanics, in any role playing game.
Miniature wargaming, on the other hand, is all about mechanics, so of course mechanics win that fight. But this article doesn’t apply when playing Battletech or D&D Minis. By all means, play the mechanics in those games like there’s no tomorrow.
Role playing games are simply about the GM telling a story, with the players interjecting their individual character’s stories. When the player asks to do something that the GM, or the rules, aren’t immediately ready for, or perhaps is questionable, just go ahead and try to find a way to say yes. Skill challenges have this concept built right in. Most of them allow for the characters to succeed, even if they fail. They simply succeed in this manner by taking a detour of some kind, but still eventually achieving their goal.
One more thing. Players, I’m talking to you here. When the GM introduces something that you feel affects your character in a negative way, don’t always feel that you need to fight him on it. Chances are that he’s doing it for the story. For instance, don’t be afraid to make your character a parent, one whose children would (of course) be kidnapped sometime in the future. Yeah, that would be cliche, but it makes for a better story than yet another character with no outside friends or family. Just say yes to his request – take the challenge. Or, perhaps the GM wants to put your character under a domination spell without any kind of rolls, because it would make the story better. Don’t fight him on it – trust that he’s trying to make a better story.
Saying “yes” can simply make a game more enjoyable. It helps make the game run smoothly, avoids annoying hiccups, and makes both players and GMs look forward to coming back. Take the challenge.
By the way, DEATHWATCH. I highly recommend it. Not only do you get to play super-cool combat monkey space marines, but there’s a lot more roleplaying opportunity than I initially thought. Get it here, and you save $22.00.
Mmmm… Pretty
Favorite Site of the Month – GM Oracle
One of the things that I love about putting up Stuffer Shack is that I spend more time in the gaming’verse. I had no idea that there were so many websites and blogs dedicated to geekery and gaming. It’s like I’ve been adventuring for years and have finally found the treasure. Well, part of that treasure is GM Oracle “your daily source for fantasy roleplaying material.”
I asked Philip Reed to give us the lowdown:
“GM Oracle is a creative outlet for me and Michael Hammes. We spent a few years writing and publishing PDFs through Ronin Arts, but after I went back to work at Steve Jackson Games the PDF writing died off. Today, Michael and I are using GM Oracle as a place to publish short, systemless material for fantasy RPGs. We have different approaches to the craft, and I think that as the site grows, readers will find that despite our different ways of doing things, we both love fantasy and gaming. This month we’ll start to see reviews on the site, but the focus will remain on the treasures, encounters, monsters, and thoughts on roleplaying.”
I was immediately drawn to GM Oracle by its clean, good-looking layout, and then of course by its solid, helpful writing. Do as I have – follow their RSS and you’ll get some good reading in.
3D Battle Map – from Roland Chambers
One of the great things about the gaming community is our desire to share resources. These pictures were sent in by Roland Chambers with just that intention. I especially love when bushes and trees are added – that’s just the right touch (and something I have yet to do effectively). What do you guys think? Should we start up some sort of tutorial series?
To all our readers out there, please send in your pics to share!
3D Battle Maps, with Pics!
I’m a very visual gamer – I like me some props, pics, and 3d battle maps. Here are some 3D terrain battle maps that I’ve created over the past couple of years, originally posted over at Roleplaying Pro. John Lewis also makes excellent 3D battle maps, so hopefully more will be posted by him.
















Pretty cool, huh?
Unusual Gaming Terms
Here’s a list of unusual gaming terms that you either might not know the definition of, or the correct pronunciation (in truth, I had to look up about half of them). They’re not game specific (like THACO is), but can apply to gaming in general.
Please, dispute or add to any of the following…
- Asmodeus – [az-muh-DEE-uhs] – the prince of demons, or an evil spirit. Most pronounce it incorrectly. – Answers.com, Dictionary.com
- Paizo – rhymes with [pie-dough], comes from a biblical Greek word meaning “to play.” paizo.com
- Skype – is a proprietary software application that allows users to make voice calls over the Internet. RPGs can be played this way.
- Trope – A trope is a common pattern, theme, or motif in a story – words are generally used in a sense different from their literal meaning.
- Sandbox game – a non-linear game, free from boundaries or railroading.
- Railroading – regardless of the desired actions of players, the gamemaster attempts to steer the players down a predetermined path, possibly taking free-will away.
- Godmoder – a godmoder is one step further than a powergamer (some say worse). He attempts to ‘win the game’ using whatever/all means available.
- Beer & Pretzels Game – beer and pretzels are light and cheap snacks. Not much thought goes into preparing or consuming this meal. It’s perfect to go with a light and cheap game, one that requires little effort, but still hits the spot.
- Delve – “Dungeon Delve provides the DM with an array of small, easy-to-run dungeons each specifically designed for a night of gaming.” link
- LARP – live action role playing. People dress up and role play as if they were playing a table-top RPG, but without the table, paper, dice, etc. Oftentimes the “game” is based off a specific table-top game.
That Is Not A Real Person – It’s A Stuntman
Over the course of a few days you contemplated what race you’d play, what class, what build, what history. You thought about his purpose in the game, his personality, and his goals. You were creating a living, breathing hero, instead of filling out some stats on a character sheet. At least, you thought you were.
There he was, Rolen Darkmoor, a two-weapon fighting emo ranger (emo?), who had all of the makings of a fully-fleshed out character, complete with a one-page description of all things non-statistical. You’ve selected a specific set of dice to go along with this person (because really, he deserves it), and you’ve found the fan-made character sheet that best suits his style.
Yep. This ranger is ready to hit the range. This hero is ready to be heroic. This live character is ready to come to life.
And bring him to life you do. You’ve fought orcs, goblins, mystery warriors, and even a white dragon. You’ve roleplayed your inner conflict in staying loyal to the Assembly of Advisors, yet wanting to leave it all behind ranger-style. You’ve embraced the journey of finding out the secrets of your own mysterious past. Yes, this character has come to life.
Aaaaaand then you completely crush the realism of your character when you charge toward several hobgoblin archers (16 squares away) thinking you will get to them and engage them double-scimitar-style, only to get dropped by four arrows to the chest (two crits), now making death saves.
At that moment you took a fully visioned, real person, and turned him into some stats on paper.
Sure, he’s a hero, and he does heroic things. But why would you assume that you could charge after archers, and not get killed? It’s because you stopped thinking about how a fantasy character would engage the archers, and started crunching numbers instead. “Let’s see, I have 54 hit points, my AC is 23, I can move 14 squares this round – I’ll be ok.”
What you should have said was, “Hmm, we need to move tactically against the archers. Perhaps I’ll wait until after the fighter goes.”
Ok, you can’t really put yourself into your character’s shoes. You can’t really know his combat capabilities. All you have to go on to fight the fight are his powers and stats. I get that. But still, sometimes you need take a step back and ask yourself, “Mechanically, I should be able to pull this off, but is it realistic to try? Am I playing the character, or playing the numbers?”
All right, Rolen Darkmoor wasn’t your character; he was mine. You didn’t try to pull off a stupid stunt because you thought the numbers added up; I did. You didn’t stop playing a real person in favor of a stuntman; that was me.
When he fell, sure it was funny-haha, “thunk-thunk-thunk-thunk, and down he goes!” But it slapped me in the face. My fellow gamers get a laugh out of that one every once in a while, but all I get out of it was the memory of me betraying my character’s character, and me betraying realism. Had I stopped to think, “What is the best way to face these hobgoblin archers?” instead of going number-strong into the fight, I would have stayed in-character, in the game, as a real-life person, and not stats on a piece of paper. I was a stuntman.
So, I challenge you to not make the mistake that I did. I challenge you to try as hard as you can, to get into your character’s shoes and stay there. I challenge you to make decisions as if you’re actually there, instead of your character sheet. I think you’ll find that playing the role, instead of playing the game, is much more rewarding.
Incidentally, the title of this article “That is not a Real Person – It’s a Stuntman” comes from a quote in a movie. Bonus points to whoever figures out what movie the quote is from, and what movie the characters are watching when it is said.
Riddle Me This…
I still have no clue as to what I’m doing… that is… how to run, improve, maintain, fix, or manage a website. I mean, it took me forever to understand about hosting, add-on domains, wordpress, themes, widgets, and plugins. My buddy, Sam over at Roleplaying Pro, had to show me how to create a link – physically show me the process (I know, major, right?). And in truth, I’m sure I’m breaking some rules, aren’t I?
Ok, sure. I’m not a tech savvy guy – most people don’t know how to set up a website, but I’ve also only ever sent two text messages, don’t have a Myspace page, can’t download a song if my life depended on it, don’t know how to back-up my computer, and have never twitted / tweeted / twittered (whatever).
However, I know that I like running Stuffer Shack, and I want it to be successful. I want to know that people out there find it useful on occasion. I want to improve the site so that it’s as functional as possible. I’ve gotten some great advice from some fellow bloggers (you know who you are), and have found that gamers, in general, are pretty much a great bunch. That’s another reason why I want the site to succeed (if that makes any sense).
So, riddle me this…
- How important is Facebook and Twitter with regard to this website? Would incorporating those things be beneficial?
- Is there anything else I’m not doing – that I should be doing?
Your help is greatly appreciated.
The Road to Blackmoor – Steal this Adventure
This adventure is designed for Warhammer Fantasy, but (of course) could be tweaked for any fantasy game.
Plot: The PCs are hired to retrieve some scientific research from the lord’s manor in Blackmoor, though they get more than they bargained for when they find that the area surrounding Blackmoor is indeed cursed. Ultimately, the PCs must identify and eradicate the source of the curse.
What’s really going on: Markus, a well-off scientist and inventor, moved to the small village of Blackmoor over ten years ago to work in peace. Last year he was successful in creating an electrical generator as a potential power source. However, in his quest to advance technology, he inadvertently disproved the existence magic as it relates to mortals. In a world full of magic, his work and notes solidly proves that magic, as it is understood, cannot exist. Markus finds this all interesting, but believes it is of no consequence.
The effect of the machine he created in his home, as well as the physical research and notes, has created a void around Blackmoor – an area that magic (as it is understood by mortals) no longer exists. However, being that chaos magic cannot be understood, it remains unnaffected. Not only that, but the area around Blackmoor has seen an influx of chaos magic. This has caused the area around Blackmoor to undergo some strange happenings.
- Magic performed by anyone in or near Blackmoor receives a penalty of five black dice (or a -5 penalty in 4e). Those who practice chaos magic receive a bonus of two white dice (or a +2 bonus in 4e).
- A flooding of chaos energy has forced the vegetation to grow uncontrollably. The forest surrounding Blackmoor has overgrown into a dark canopy that little or no sunlight can penetrate.
- The overgrown forest has become home to an increasing number of beastmen (orcs or gnolls in 4e). This makes traveling to Blackmoor, or near it, dangerous.
- Old people of the village have simply gone mad in one form or another. The adults have turned into near-zombies, as they really have no desire to live anymore, and the children have all been possessed by minor demons.
When the strangeness started to occur, Markus was killed by a doppleganger that entered the area (he was simply drawn there). A month after he assumed the identity of Markus, he finally figured out why he was drawn there by going through Markus’ research.
At that moment, Elsa Whickham, a devout cultist, entered the village (she too was drawn there). Being somewhat powerful, she drove the doppleganger out and moved into the manor (it’s the biggest house in the village). She came here to set up a temple for her chaos demon that she is now able to summon, and is using all of the mindless human drones wandering around the village. Elsa is a very tall, gothic-looking woman, the kind that could intimidate any man. She doesn’t care about the old people, as some of them can still tend to her needs, nor does she care about the possessed children, as they pose no real threat to her.
The Player Characters
The Doppleganger hires the PCs to go to Blackmoor to retrieve all of “his” work, before Elsa figures out what it is. No one else wants the job, because the area has generally been deemed cursed due to the overgrown forest (and the fact that so few people return from Blackmoor). He doesn’t think that she will prevent anyone from taking it, as long as she doesn’t know its significance. If she won’t part with it, the PCs are to take it forcibly.
The travel time is four days (one day to the forest, three to ride through it). On the way there, they meet up with a minor noble also traveling to Blackmoor (actually intending to travel through it). If the PCs don’t suggest traveling together for safety, he will. He’s traveling in a horse-drawn carriage, accompanied by a driver and bodyguard. Play it up that he is a bit snobbish, controlling, and not afraid of anything.
Just as the group are about to enter the overgrown forest, a horse runs out of the forest without its rider. The horse is spooked and has been splashed with blood (presumably from its rider). The rider is nowhere to be found. About an hour into the forest, if the PCs are very perceptive, they can see a bow on the ground, but no body. Twelve feet up, four-inch thick branches have been broken. A large beast has killed the rider and taken his body. For the rest of the trip, the heroes are followed by beastmen (or gnolls) in the woods. At some point in the forest, the PCs will be attacked by a large pack of beastmen/gnolls. The monsters kill the NPCs (have the noble cowering as he is ripped to shreds).
Just before they enter the village (past sunset), they are practically chased into the village by a very large number of beastment/gnolls. Once inside the village, they find an old man (in the dark) randomly hacking away at some fences with a hatchet. He cannot be helped or communicated with. An old lady sweeping her porch with an imaginary broom babbles incoherently.
The village is rundown. The fields have not been worked in months, and have been overrun by trees and other vegetation. No horses, goats, chickens, etc. can be found (they’ve all been eaten by the children). Children can be seen about, but act very strangely (when they skip down the road, they do so in perfect unison, singing child songs in perfect harmony). Other children drink ale from the old lady’s cottage (it’s her duty to feed them). If asked, the children don’t know where their parents are, “probably out working the fields. Drink some whiskey with us.” The children are not children at all, but have been possessed. They seem to have a great interest in the PC’s horses.
Once the PCs make it to the manor, a child offers to stable their horses (again, no other horses can be seen, though their saddles are clearly visible strewn about). If the PCs agree to this, one of their horses will turn up missing by morning. They are greeted by a very tall woman, Elsa, who eventually offers to put up the PCs for the night. If any of the PCs are injured, she can heal them, as she has excellent first aid skills. Dinner consists of food the PCs are familiar with, and a meat that they are not (human flesh). She doesn’t go into details about it. She knows what the PCs are after, knows what the research really is and does, but passes it off as if it’s just some junk, and let’s the PCs take it. Her real motivation is one of the PCs…
Make sure that in a creepy village such as this, Elsa still seems somewhat normal. In any other village she would seem like a master vampire hellbent on domination fetishes and goth decor. But here, she is almost a safe-haven. The PCs may suspect her of something, but she offers nothing for them to hint at.
When the PCs awake in the morning, one of them has scratches and bite marks all over his torso. He also remembers a dream he had that night involving Elsa – the most passionate night of his life. If it weren’t for the scars and bite marks, he would have thought it just a dream. Even if others were in the room that night, they never heard anything. If mentioned to Elsa, she smiles coyly, and bids the PCs farewell. All of the research and machinery that the PCs need to take must be taken in a wagon or carriage.
While leaving the village, the children all follow the PCs without saying anything. Play it up in a very “Children of the Corn” way. If at any time the PCs look for the adults, they don’t find them. The old lady shouts out ramblings at the PCs as they leave, at one point saying, “The sun is North and the sky is red, that scientist died and is buried to bed.” If pressed or questioned, she can say nothing of any intelligent meaning. In truth, she knows that the scientist was killed by a doppleganger, but is unable to formulate that into words, or point to where the scientist is buried.
The trip back home is a tense one. For the entire four days, the group is followed and/or harassed by dangers from the forest (though there should not be any real deadly danger). The horses are uneasy for the whole trip due to the chaotic effects of the scientific research in the wagon. Normally, the cargo would cause the PCs to slowly lose their minds, but Elsa wants the cargo to get to a larger city, so she has blocked the effect from targeting the PCs.
When the PCs get back to town, they can drop the cargo off at the merchant’s grounds. Neither the merchant or the doppleganger are there, though. If the PCs won’t part with the cargo unless they get paid, someone will find the money to give them.
After leaving the merchant’s place, they happen upon a public hanging. In watching the event, they find out that the person being executed is indeed the scientist/doppleganger (all doppleganger’s are evil assassins, right? That’s why he’s being executed). It is at this point that the PCs find out he is actually a doppleganger. As he’s struggling for air, he changes shape into several different forms (presumably ones that he has assumed in the past). With the scientist/dopplegnger dead, and the merchant out of town, the PCs either have yet to be paid, or are waiting for their next job/adventure.
Over the course of the next few days, the PC’s slowly notice subtle changes in the town. Some trees start growing in the center of roads, beastman/gnoll attacks happen extremely close to the town, and then finally they notice some children acting very strange. People also begin to have problems casting magic. If the PCs don’t figure out that the cargo they brought along has something to do with it, you need to help them along. Should they go back to investigate the cargo, they find that the workers on the merchant’s grounds are all very complacent, and do anything the players ask.
Upon investigating the cargo, they discover that the scientist had a diary. In it, he describes his work, his findings, his theories, and notes on the strange occurrences in Blackmoor village leading up to his death. By now you must get the PCs to understand that simply by bringing the scientific research (the research that disproves magic) to their town, they have also brought the curse. The only real course of action at this point is to destroy all of the research, and then head back to Blackmoor to rid the village of the evil there, completely stopping the curse.
If the PCs have trouble with this, they are contacted by the Lord Marshal of the town (the captain of the town guard). He knows that the PCs went to the “cursed” town of Blackmoor and brought back cargo (few people, if any, have come back alive from Blackmoor). With the town starting to become cursed, he naturally suspects the PCs.
Whether the PCs can successfully defend his implications or not, he will appeal to their “expertise” on Blackmoor, and insist that they accompany him and his troop to Blackmoor to deal with the curse once and for all. The PCs have no choice – they must go back to Blackmoor. However, this time the group is constantly threatened by beastmen/gnolls, though not attacking the group until the night before they reach Blackmoor.
In this big, dangerous battle, give the players control over groups of soldiers. Each player gets bonuses for his own attacks, defense, and damage for every soldier in his group (makie it 4, 5, or 6 soldiers in each PC group). With every hit that the PC takes, he can choose to take the damage, or take one soldier out of the fight. Remember, while all of soldiers are in the fight, none of them get actual attack/defense rolls; they are simply augmenting the PCs rolls.
If any of the soldiers survive, they dissappear in the middle of the night (having been summoned to Blackmoor by Elsa). When the PCs finally arrive in Blackmoor, their horses begin to bleed from the nose and mouth. With the scientific research that disproves magic no longer in Blackmoor, magic now works here normally, but the area is still filled with chaos. Here they are greeted by Elsa and her new son. Elsa appears to have aged about 60 years, and is very frail. The son appears to be about 8 years old, and is the spitting image of the PC that slept with Elsa. When he sees the PCs, he welcomes them and says, “Hello father.” Yes, the son is actually less than two weeks old.
Elsa’s whole purpose here was to erect a temple, and then bring her god-demon to life by way of inception and birth. She let the PCs go back to their hometown with the cargo because she felt it would bring her more human drones (and in fact it brought her soldiers who became drones).
By now the PCs should want to kill Elsa and the kid. Let them kill her, but the child gets away.
It’s obvious to the PCs that the surviving soldiers have traveled to the other side of the village (a large group of bumbling men leave good tracks). The PCs should be able to follow the tracks without any rolls needed. About half a mile into the forest, they come to an area where many of the trees have been cleared away.
A shoddy temple (a large log structure) has been erected next to a pond. In certain parts of the pond, pools of oil are lit up on fire, making several bonfires resting on the water’s surface.
As the PCs are deciding what to do next, adults (who are presumably from the village) start walking out of the pond, all zombie-style (yes, they’ve been underwater for awhile). Some even walk out from the forest, not bothering the PCs. If the PCs want, they can get into the temple just by walking with the village adults.
From here it’s up to you to decide how the adventure ends. The child is indeed inside the temple, and may be spotted for a moment from the distance (so the PCs know for sure he is in there). Do the PCs get into a big fight with a bunch of almost-undead? Do they find a way to bring the whole temple down and burn it up? Do they go inside to see the soldiers all fused together, acting as pillars for the temple? Is the child-demon easy to kill, or one tough bastard?
After all is said and done, do the children need to be killed, or do they revert back to normal children? The same question applies to any surviving zombie-adults. Should the heroes go back to town as the only survivors of an awful curse, but having eliminated that curse? Or do they also get the honor of saving the people of Blackmoor. The grim nature of the final outcome depends largely on you.








