Paynia, the Shadar-Kai Holy Assassin – Steal this NPC

Paynia Dragonheart– (Monks name)
Paynia Shadaria– (True Name)

Age – 21
Sex – Female
Height – 5’10”
Skin Color – Grayish White
Hair Color – Black

Life was Hard
Paynia hails from the Shadar Kai village of Borukai, deep inside the Shadowfell. As a little girl, she endured great hardship – her parents were slaughtered in front of her by a band of Tiefling mercenaries. Paynia was taken out of the Shadowfell and sold into slavery until she turned 16. She was then bought by a group of old monks from the local monastery.

Receives a Purpose in Life
Paynia soon realized the monks were different. They began to teach her their ways, their beliefs, and how to fight as a White Dragon Assassin. She quickly became the best pupil the monks ever had. When she turned 18, her inner shadow powers began to emerge, and to the monks this was the one sign that they had been waiting for. “A warrior who controls the shadows will come forth and vanquish evil from the world.” Paynia quickly became a Grand Master of the White Dragons and a disciple of her God’s word.

Fulfilling her Destiny
At the age of 21, she went through a sacred ritual called “The Blessing,” where a portion of her God’s power was given to her. She has now become a White Dragon Avenger, but more importantly, a Hero to all who may need help, and to go forth and cleanse the world of evil at all costs.

Glitch, the Warforged Bodyguard – Steal this NPC

Glitch is a Warforged, built to be fighter and a bodyguard. He stands approximately 7′ 7″ and is 3 feet wide at his shoulder. He is rather fearsome to look at, but in all actuality possesses a child-like innocence and curiosity.

Unfortunately, when Dr. Melkanin created him, he made a minor miscalculation. Rather than being a fighter, he is a barbarian. When directly addressed, he will sometimes experience an inner short in programming and attack the nearest square, sometimes only narrowly missing his allies.

When I introduced him to my PCs, Dr. Melkanin had sent them to dispatch the terror in the labyrinth under the city. He tactfully didn’t mention the creature is his creation. Glitch waits in the front room of the labyrinth, so they don’t have to look hard. The walls of the room are beaten and battered. Glitch doesn’t know why, so he assumes there’s something else down there with him.

When the party questioned him, looking for the other monster, I rolled randomly to see if he would glitch out.

Image by Jani Hamalainen, used with permission.

Using Flashbacks in your Roleplaying Game

Flashbacks are known from movies and TV, where they can be used to reveal important moments in the past of the characters, can reveal the motives of the villains, and can be used to surprise the audience when a well-timed flashback reveals that our heroes already had taken care of the villain’s alarms. In roleplaying games, the flashback can be used in much the same manner and with great effect.

Far from Civilization

When the adventurers are traveling in the wilderness far from civilization, civilization and important NPCs are never more than a flashback away. If battling monsters in the wild needs variation, then flashbacks can be the right tool. Go back and play scenes, where the characters bid their farewell to their loved ones, or run out on their money-lenders, or to the moment when they were visiting the senile sage.

No Dangers Lurk in the Flashback

We know that the hero will not die during the flashback (or at least that he will be brought back to life again), and one might argue that a flashback becomes devoid of danger, but that is not true. The life of the character may not be at stake, but many other things will be at stake. A flashback may confront the hero with a monster, and if he does not deal successfully with it in the past, he may still be paralyzed with fear, when he confronts it now. A clue may be lost, a piece of equipment may spend one charge too many, or the villain may successfully dishonor our hero. Death is not the only danger.

How to do Flashbacks

In the following, I will cover four different types of flashbacks. They can be used on a regular basis in a campaign, or you can use them for a single session to underscore a theme. The flashbacks (as presented) are mainly used by me in D&D, but they are more or less a plug-in that can be applied to other games, such as Call of Cthulhu, GURPS and Storyteller.

Character-Background Flashbacks

In order to earn a bonus to a skill check, to reroll a failed roll, or to posses the right tool, the player sets a flashback-scene. The player describes where and when, who is present (the present NPCs are played by the other players), and what is happening in the scene.

The scene is then played out briefly, lasting a few minutes, but revealing an important fact or story about the character. These flashbacks are rarely (if ever) planned ahead, and the player may ask the rest of the group for assistance with setting up the the scene.

As a creative constraint, a flashback could be tied to the present situation – the character e.g. is battling an orc, and the flashback reveals how he (as a child) tricked a bully, or when lifting a rock to rescue a trapped friend, the flashback goes back to that one time when his pet was trapped under a log. Creative constraints can be tied to other elements.  For example, it must reveal an embarrassing moment in the character’s past, or a moment when he failed or ran in terror, and now he has the chance to once more confront his fear. And yes, this means that flashbacks can be played out in combat-scenes too, amidst attack rolls.

The amount of flashbacks available should be tied to the kind of resource the player gets. A single modifier such as a +1 or +2 in D&D to a skill check can easily handle the player doing a flashback as often as once per skill check – this may sound like much, but the players themselves will limit the use – for even though the bonus is tempting, it is not always interesting to play a flashback. Flashbacks might also be limited to two or three times per session or adventure.

In one particular game of D&D E4, our flashbacks were to a Skill Challenge, and individual players could earn bonuses to their skill checks by playing moments from their character’s past. This allowed us to expose the character’s back-story during the game, and for one character we had learned a lot about his days as a diplomat in his youth.

Important Flashbacks – Life-Changing Moments

Some moments in a character’s life are life-changing. These are truly worth playing out, even if they happened a long time ago. When a character is created, the player chooses three such events and adds one more, when a level is gained, a fate point is earned, or it can be bought for XP.

At dramatic moments, such as when a failed roll might mean the death of the character, the player chooses one of his scenes and it is played. It might be the scene where the character confronted his parents and ran away, or when she discovered her magic talent, or when she was initiated into a secret society of assassins. For one of our players, it was the moment when his character failed a skill check jumping from one enchanted airship to another. The character would have fallen to his death, had he not spent a flashback revealing to us the very moment the character realized his call to be a paladin contrary to his parents’ wishes.

Life-changing moments are longer scenes, but otherwise directed by the player. Once the scene is over, the failed roll is turned to a success, or the character miraculously survives or some such. These moments are limited, and work much like fate-, hero- or action-points in various games, but in this case, they are tied to the character.

Game Master-Controlled Flashbacks

Some flashbacks are controlled by the GM, as they are a part of the story to be played. Such a flashback may last a whole session and may reveal the origins of the PC’s (where some or most of the other players play NPCs), or there may be several flashbacks during a session, where bits of the plot are gradually revealed for the players, changing their perception of the events (and this may be due to them regaining their memories or just a narrative trick, where they slowly remember their past by playing out the events).

These flashbacks can be a handy tool to expose parts of the plot that need exposure, such as the characters visiting the sage before leaving town – before each encounter with a monster, we skip back to the meeting with the sage, where the characters are trying to get the senile sage to remember what he knows about the monsters.

A classic type of flashback is to reveal that the newly arrived NPC is an old friend. That kind of flashback is common from movies, and it is all too easy to use.

Flashbacks can also be used to place the characters in the middle of events – in media res – battling the necromancer’s zombies and then cut back to reveal how the characters took the job, and how they ended up here. Again a classic known from TV and comic books.

In RPG’s, an extra challenge can be added.  For example, informing the players that flashes can only be activated under specific circumstances (in 4E, as a part of a skill challenge to remember during the combat, or when the PC’s break the enchanted memory crystals to release the memories, or simply when they overcome certain challenges).

Plot-based Flashbacks – or The Heist Maneuver

This type of flashback is tied to a specific mission or adventure, and works very well with heists.

In movie-heists, we see the main characters meticulously plan the heist, displaying a knowledge and expertise that often can be beyond the resources of the players and the game master. It may be cool to procure blueprints of a palace and the knowledge of how a lock works, but it requires much prepping. This can be solved with flashbacks.

In this type of scenario, each player usually owns three or four flashbacks, that can be employed whenever the character is confronted with a challenge. The player then activates the flashback and either cuts back to a moment during the planning or to a moment when a certain piece of equipment or information is picked up.

A heist-scenario can begin with a short briefing, and then you skip the planning and begin the scenario at the gates of the building. The players can either confront the challenge with the immediate resources of the characters, or activate a flashback.

Each flashback is player-controlled, and can reveal several different things, Such as revealing how the character memorized the guards’ patrol schedule, stole the gatekeeper’s key and made a copy, or how they picked up meat and sedatives to handle the guard-dogs. For a group of GURPS-characters in an old campaign, this was the approach in a science fiction-scenario on infiltrating a research facility.

The heist-flashback allows you to simulate the planning of a good heist, and even though it may seem a powerful method to use flashbacks, it does not remove the dangers. The flashbacks are a resource, and the players need to carefully manage their flashbacks, or they may run out at the most dire moments, such as when the vault releases it’s poison gas.

The heist-type can be used for any type of mission, where pre-planning plays a role from infiltrating a thieves guild to stealing the treasure from a dragon’s lair. However, it is not limited to these kinds of scenarios, it can also be used for political intrigues, where flashbacks reveal the shady maneuvering performed before important meetings, where guards are bribed, and servants convinced to allow access to important files.

In the end, the flashback is simply a great tool for any roleplaying game.

Laredd Brewer, the Tavern Owner – Steal this NPC

Name: Laredd Brewer
Race: Human
Age: 40 years old
Occupation: Brewer, Tavern Owner

Family History:
Laredd Brewer is a 12th generation Brewer and the 4th generation tavern owner. His great-grandfather Frobaen Brewer became very well known after he changed the family recipe to include more exotic hops procured from far away lands. With so many people wanting William’s ales, he decided to open up The Rotten Apple. Now, the tavern has stood for 100 years and Laredd is preparing for its centennial party. He is expecting guests from near and far, as well as scoundrels trying to get their hands on the Brewer family recipe.

Personal Information:
Laredd is married to Gildalla, the daughter of the local watch captain, and she is in charge of the kitchen and the guest rooms in the tavern. Laredd and Gildalla have twin sons named Frobyn (named after his great-great-grandfather) and Astaus. Astaus seems to have a knack for the magical arts while Frobyn has taken up interests in the family business. Laredd does his best to shield his family from the seedier goings-on that are bound to start up in a tavern. The really nasty characters tend to stay away from The Rotten Apple due to its family ties to the watch.

Appearance:
Laredd is a muscular man standing at 6 feet tall. He has a full, dark beard kept trimmed close and keeps his dark hair cut short with just enough length to brush back without it standing up on end. He is always smiling and can usually be found behind the bar, wearing an apron and wiping down the mugs for the next thirsty customer.

Attitude:
Laredd is usually in a cheerful mood and willing to strike up a conversation with anyone. He especially enjoys telling stories of his great-grandfather’s adventures while looking for the ingredients for the famous Brewer family recipe. Laredd does not mind a tavern brawl every now and again but prefers things to stay civil most of the time. He is not afraid to throw rowdy patrons out and is known to rough them up a bit when needed. Even with his family ties to the local watch, he would rather handle the troublemakers himself and keep the tavern from getting a reputation as a lawman’s hangout and lose the paying customers that may not be willing to drink in the same room as the watch.

Cultural Standings:
Laredd does not have any cultural biased and will let anyone visit his tavern as long as they are paying customers and not causing trouble. If there is trouble, he prefers to handle it himself instead of calling on his father-in-law or other local authorities.

Image by Kyle Ferrin, with permission.

Fade, the Night’s Exile (steal this NPC)

The realm of the Fae is strange, unknown to those who live in the “mortal plane”. They fear it, and none seek to live in its shadow. The mortals whisper about it, knowing it for its ties to nature, to the forests, to the full moons…and to the stars of night.

Fade walks the mortal plane, exiled from it by a terrible upheaval of Fae magic. He left behind a brother and a lover, and stands every night, remembering and crying for them. He has been roaming the lands, seeking to discover how he can return. The moon waxes close to full again; will this be his chance?

Fade works as a traveling minstrel, his exotic dark skin and hair attracting much attention…and more than a few admirers. What strikes them as most memorable is the vivid green streak which runs through his hair.

Few know that he has honed his craft into something more deadly, mixing the sounds of his fiddle with the magics of his Fae nature. He works as an assassin, a job to get him by as he searches for an answer to his exile, before it becomes eternal. He will spare no cost to escape the prison of the lowly mortal realms.

Talindra Seryth, the Razorclaw Avenger – Steal this Background

Background:
Tal was born to a tribe of forest-dwelling Razorclaw Shifters. Though the members of her tribe all had tan skin and brown hair, Tal’s colorings were shades of gray and black. This might have simply been a natural genetic mutation, but the tribe believed it to be the mark of an evil god. Fearing a bad omen, they took the infant to a clearing on the other side of the forest, and left her there to die.

Whether by pure chance or divine intervention, the infant was found by a member of the Talons of Retribution, a reclusive order of religious assassins. A somewhat darker offshoot of the Harpers, the Talons are a multi-denominational cult, united by their common hatred of Bane.

The Talons also thought this strange baby was a sign from the gods, but unlike the Shifter tribe, they interpreted it as a good omen. And so they took her in and raised her, training her from infancy for one purpose – to seek out and destroy Bane worshipers.

Personality, Mannerisms, and Appearance:
Tal has a kind heart, but others often see her as rude and unapproachable. She is obsessed with her life’s mission, and has little use for hobbies or small talk.

When she shows a sense of humor at all, it tends toward insults and sarcasm, mostly because she holds her teammates up to her standards of discipline. When she fails at something herself, she obsesses over it internally, and will spend days replaying the event in her head and analyzing where she went wrong. Despite her single-mindedness, she has a soft spot for art and beauty.

Tal has catlike facial features, which become more pronounced when she is angry. While most members of her species have brown or tan skin and hair, Tal’s colors are more gray and black. She has bright green eyes, often her only visible feature when she’s in the shadows. She is missing part of her left ear, and has scars all over her body. Most are the result of a childhood spent in training. She has a small tattoo on her inner left wrist, the symbol of her religious order. She usually wears dark clothing.

Crafting Your Origin Story, Part 2

Origin StoryThanks for joining us! In the last installment, we discussed why an origin story is important for every soon-to-be-memorable character to have.  It can be two sentences or ten pages, that’s up to you. It defines the character in a way that guides the player through all manner of difficult choices.   Some people believe that that is best handled on-screen / in game.  If you don’t have the time you want in game to do this (or if you aren’t comfortable doing this on the fly), a little preparation before the game can go a long way.

Before, I mentioned several iconic heroes as examples.  My examples were all fine indicators of solo-heroes that are usually the only protagonist in their individual stories.  However, you are likely to be starring in an ensemble cast numbering from three to seven or more. If that is the case, you are likely to be sharing a lot of screen time with your fellow players.  While there is always room for character development on screen, a little bit of preparation can help inform you of your character’s personality enough to springboard those really awesome quotes, stunts or shenanigans…

If this sounds like too much work for your monthly “I just gotta kill me some zombies/goblins/Necrons” game, it probably is, and I wouldn’t want to see you waste your time.  If, however, you are planning on participating in a long running campaign and want to get the most out of your character, he has to be interesting enough to stand the test of time.

Speaking of time, I wanted to show an example of building an origin story between a player and DM for an upcoming super hero game.  The DM hasn’t decided on a setting or antagonists yet, he’s waiting to see what his players want from the game… (By the way, working closely with your DM allows you to make sure your character is connected to the group’s story (and that he connects that story to your character), something that our group believes is very important.

John: “Colin, I want to play a guy that can move through time and space.  He can time-travel, teleport and freeze time.”

Colin: “Okay, why?”

John: “Well, he’s actually acquired it because of his fixation on time and specifically how his time is being wasted in a place he doesn’t want to be.  He feels out of control, like someone else is spending his time for him.”

Colin: “Okay, why doesn’t he just leave the situation and do something else?”

John: “Hhhmm…  Oh, that’s it.  It’s the family business and he feels like he’s destined for more.”

Colin: “Again, what is keeping him from leaving, it’s just family – why?”

John: “Family… family pride… family honor… Ah ha, he’s a Japanese sarariman working at his father’s corporation.  He’s a cubicle wage slave who feels stuck in this dead-end job as the seconds tick by.  His father has decided his fate for him.”

Colin: “That’s good… So he just develops these powers through his will alone. With that kind of willpower, why didn’t he just stand up to his father?”

John: “He never knew he had it in him. To this hero, his father was always this domineering figure – stopping time would be easier than defying Father.  It was always easier for him to wish that something would happen to him to make him special – a freak lab accident, a radioactive meteor, a hidden genetic potential.  Only if he became special would he have the power to decide his own destiny.  He focused on time and space to get back what his father took without having to ever confront him.”

Colin: “Very nice.  Why is he a hero and not a villain?”

John: “Even though he is 22 years old, he has a child-like innocence to him.  An intense belief in right versus wrong fostered by years of love/obsession with comic book super heroes.  After developing his powers, he quickly develops a strict ‘Hero’s Code’ that’s similar to a paladin’s or a samurai’s code.  Wait a minute, I like that.  It’s Hiro’s Code; that’s his name, Hiro…”

Colin: “Great.  His youthful innocence and code of ethics is definitely something that I can have fun with…”

Now at this point, we haven’t yet said why Hiro joins the ensemble (adventuring party) or why he’s ended up in the group’s story. What we have done is helped the player start with a foundation to help inform those decisions and have a personality to conform to or deviate from. To me, seeing Hiro face tough decisions is interesting. Knowing about Hiro’s Code and seeing him put in situations where he has to break from his code and the ensuing struggles of conscious is EPIC. I want to see how this cubicle-dwelling, humble sarariman becomes master of Kensei’s sword (not to mention time and space…) That only means something if I know about his beginnings…

Cornelius Fibble: the Gnome, the Legend – Steal this NPC

Famous Quotes:

  • “Size doesn’t matter, all that counts is how you use me…eh, I mean, it.”
  • “Call me an ‘ankle biter’ one more time and you’ll be missing an Achilles tendon!!”
  • “Oy! Barkeep, get me like five beer bottles.  No, I don’t need the beer.  Time to start crackin skulls.”
  • “Did you ever hear the one about the bartender that turned into a Platinum dragon? <a long pause> Neither did I.”

Who is Cornelius Fibble?
Cornelius Fibble is a bard who has developed something of a reputation across the lands.  He is well-known for being a traveling storyteller, minstrel, philanthropist, and entertainer, but he is also infamous for being a trouble maker, bar fight starter, and general public nuisance.  He is something along the lines of a rock star in the world of Dungeons & Dragons.

On paper, Fibble is a bard first, but he also has picked up skills from his former adventuring companions in the past.  He has learned some Rogue Skills, Wizard Spells, and Martial Talents.  He is a bard among bards and a true dabbler in a variety of combat styles.

Physical Description / Appearance
Cornelius Fibble is a short, even by gnome standards, but he is fairly handsome.  He has deep green eyes and a short goatee.  He has well kept, short, brownish-blond hair, with some salt and pepper gray coming in as of late.  He looks like he might be nearing middle age for a gnome.  Cornelius has several magical tattoos over his body: one on each of his forearms and one on his neck.  He has other non-magical tattoos as well, and some distinctive facial piercings, which he has picked up all over the world.

Fibble is always decked out from head to foot in the nicest clothes that money can buy.  He is extremely conscious about his appearance and is always staying in tune with the latest fashions.  However, over his clothes, he wears a set of old leather armor, with a few studs here and there, which he inherited long ago.  He will never be rid of it.

In addition to his armor, Fibble wears an assortment of weapons.  He usually has a bastard sword slung over his back, a small rapier, a few daggers, and a crossbow hang at his waste.  He also has a pretty hefty spellbook full of rituals and magic spells which was were passed on from his old wizard buddy.  On top of that, he sports an incredibly handy utility belt which hold all kinds of tools.  Although it might not be obvious to the simple observer, he also has several hidden pouches around his being which hold a variety of alchemical and thieves tools, as well as stowed daggers and shuriken.

Finally, Fibble always has his trusted lute and pipe.  He usually carries them either swung around his back, or in his hands.  He never lets them out of his sight.  They have served him very well over the years.

Personality
During the day, Fibble is kind, enthusiastic, and fun.  He often shows up in a village and puts on free performances for the children of the town.  Women flock to hear him tell stories in village squares.  He is popular with virtually everyone.  He has lots of stories to tell, most of them are grossly exaggerated stretches of the truth, but they are all entertaining none-the-less.

However, at night, Fibble hits the town in a big way.  He is usually found in bars, pubs, and other alehouses, flirting with the tavern maids and making very crude jokes.  He is an extremely strong drinker and puts most humans and even some dwarves to shame with the sheer quantity of flagons that he can put away.  He often challenges people to drinking games in order to get a hold of some easy gold pieces (not as though he really needs them, just that he finds the process exhilarating).  When Fibble gets his way and has a chance at catching a taste of some night life, past outcomes have resulted in: groups of wild drunk naked men having a swim race across a river in the middle of the night, taverns burned to ash and cinders, week long stints in the public jail, forgotten slumbers with demon princesses, etc.  The list goes on.  Fibble has a knack for always getting himself in trouble, but somehow, he always manages to get himself back out again.  After all his years spent as a hired minstrel, adventurer, dungeon delver, and sometimes burglar, Fibble has stocked up quite a fortune, which is put to good use whenever he gets into a little too much trouble.

Using Cornelius Fibble in Your Game
Fibble is an NPC which can fulfill a great many roles.  He is designed to be the infamous fifth man, that last party spot which you just can’t fill.  As such, he is also made in order to fill a variety of combat roles.  He is firstly a leader, but also has some striker, defender, and controller powers.  His dabbling has honed these skills to something akin to perfection.  He can be hired to take the role of an empty spot in a party containing only 4 players and he will tag along on virtually any adventure the party could dream of.

Apart from meeting Fibble randomly and having him join the party, Fibble can be met just about anywhere.  He might be found in the middle of town singing or telling stories to a group of young children, or the party might find him flirting with a pretty lady in just about any part of town.  At night, he can be found in just about any tavern in just about any city in any world.  He might have a reason to be there, he might not.  If there is alcohol involved he might very well be in the area.

Fibble is always eager to help out new adventurers.  He cherishes the fire and spirit that true dungeon delvers cling to.  He might ask to tag along on an adventure just to watch and write a poem or story about it.

He never appears as an antagonist to the Player Characters.  He can be killed, but killing him grants no experience.  He is not an evil character, just misunderstood.  If a fight gets real between the party, he will attempt to negotiate or simply run away (something he has also gotten very good at over the years).

Cornelius Fibble Stat Block

You could easily change up Fibble’s Stats to fit into any game or setting.  He is a fairly basic fantasy character in so much as the powers and traits he possesses can be found in virtually any type of Role Playing Game out there.  He is presented here as a snapshot at level 8 (the upper heroic tier) for Dungeons and Dragons 4e, but changing his stats to fit into a different game, or a different level of play is not a difficult task.

Coloring Inside the Lines: How Limitations Can Improve Your Adventure Ideas

Adventure writing is often viewed as a free-form creative exercise where the “sky’s the limit”. The fantasy genre, with its emphasis on magic, can especially leave the adventure ideas open to pretty much anything our minds can imagine. Science fiction isn’t as open-ended, since it’s supposed to be at least theoretically scientifically plausible (or at least feel like it is), but even here, the adventure-writer’s options are legion, as they are with any other genre, from modern horror to steampunk to superheros.

You would think that such openness would be liberation, allowing our many ideas to flow effortlessly and for some writers, it is. But for others of us (including myself), this sense of infinite possibility actually causes us to freeze up. There are simply too many choices and our ideas run dry. How do we get around this?

There is a surprising answer: limit our choices. It seems counter-intuitive. Yet, by placing limitations–rules, if you like–on your adventure-to-be, you restrict yourself to a more limited set of choices, something you can handle more easily. The trick here is to strike a balance: too many rules and you can make your adventure feel stiff, shallow, or trite; too few and it can become unfocused and leave players wondering what they should do next.

How do you know you’ve got the right amount? I’ve found that applying rules one-by-one, I’ll reach a point where my ideas start flowing. That’s the point to stop restricting and start brainstorming. Some rules are already set for us, even if we don’t think of them that way. The first restriction we usually have to take into account is the genre we’re playing in. Unless you’re in a homebrew or cross-over game, you’re not going to want to place magical wards in your Traveller game.

Another common restriction is setting, whether you’re using your own or a published one. The worlds has some established rules, rising from how the setting “works”. Does magic come from ley lines and the further you are from them, the weaker magic is? Then you know you can’t place a magically dense area far from ley lines, unless you have a good explanation about how it can exist. Does your SF game contain alien technology? If not, then any seemingly Clarke’s Law MacGuffins* are going have to have rational explanations that fit in with the available technology of the setting.

Can you see the plot ideas developing here? With the SF idea, for example, the PCs find a piece of technology that seems way to advanced to exist. Intrigued, they track the item back to its source or set out to find someone who can analyze and explain it. Along the way, they’re shadowed by the company that created the item and want to get it back because either a) it doesn’t actually work or b) they’ve developed some proprietary new technology and don’t want anyone else getting their hands on it before they’ve developed and introduced it to the market. Or it’s a military secret and they can’t risk the PCs putting it into the wrong hands… You could probably take this adventure from here.

That’s the idea behind setting rules. You’ll want to be careful about not violating the rules of your setting without a good reason. It’s okay to look like you’re violating the rules, as long as you have an explanation that makes sense within the game setting. One note: you don’t have to give the PCs the explanation right away; make them work for it. That’s where your adventure comes from.You just need to make sure you actually have one and that your PCs can eventually find out what it is.

If setting rules aren’t enough to get the creative juices flowing, you can establish rules for this one adventure. Perhaps all the PCs are trapped in a single room for the entire adventure. This idea leads to questions:

* Why this room?
* Where is the room located?
* Why are they trapped?
* Who put them there?
* What conditions do the PCs have to fulfill to get released?

By the time you’ve answered these questions, you’ve created your adventure.

By selectively applying limitations or rules to an adventure-to-be, you can actually increase your creativity and your ideas. Take one rule at a time and explore it’s implications, thinking about the questions it raises and answering those questions. This can lead to many interesting adventures you would never have thought of otherwise.

[This article is an excerpt from rpgGM.com’s upcoming product The Adventure Creation Handbook.]

 

 

*Clarke’s Law, posited by SF writer Arthur C. Clarke, states “Any sufficiently advanced technology is indistinguishable from magic.”  A MacGuffin is a plot element that drives the action of a story.

Chukun, the Half-Orc Wizard – Steal this NPC

He is named Fabian Livingston, though he’s known as “Chukun” to most. Chukun is a half-orc Wizard in a city where magic is forbidden, so he poses as dumb and illiterate during the day. Hardly anyone who knows him will realize how intelligent Chukun actually is, because he is so used to pretending not to be. He is quick to laugh and sees the small joys in life, as he knows how close he was to not ever enjoying life.

Early in his life he had been abandoned by his mother, and his father was hunted down and killed not long after he was born. After being taken in by a friend of his mother’s, he was given an education and proved to be adept at using magic. As spellcasters are hunted down in the city where he lives, a half-orc wizard is proving to be exceptionally useful. He can visit many places in the city without being any more suspicious than a half-orc usually is. And since that usually concerns brute force, he sometimes can get away with casting spells in public.

Recently, his activities have been hampered though, as an adventuring party found a pair of abandoned children and dumped them at his place. Why they dumped them with a half-orc you ask? Well, one of them proved to be a little 5-year old half-orc girl, with a slightly older ‘brother’ who was taking care of her. His easygoing manners proved to be crucial to the little girl’s comfort, as she only had some very bad experiences with other half-orcs.

However, his love of pancakes might’ve been more important (a love he shares with one of the party members). Some day, when the witch-hunters are finally gone, he hopes to start his own pancake-restaurant with this adventurer. His pancakes are the most exceptional and unique – better than you have ever tasted.