Friday, October 27, 2023

In which cults take shape

A few months ago I grabbed a product called Game of Shields from drag-n-drop games which was a "system" to run factions.  Great idea.  Easy to implement.  But had a couple "rules" that made it virtually unimplementable in real life.

So I was a little reluctant to take on another similar product but then I stumbled across Gods, Cults and religions made by Stefano Scordo contact: worldofhyr@gmail.com.  My table is currently in a struggle between two cults whose "ideals" aren't well defined, nor did they NEED to be.  

The stated purpose of this product is to simulate the story of a cult starting from its origins.  With a series of simple ideas, you will be able to decide its evolution over time, to create a cult and see if it survives the course of history or if it is destined to disappear.  It uses a simple deck of 52 cards to provide the randomness and leaves a lot of basic decisions up to you, like dogmas, organization and structure, symbols, art, architecture, rites and practices.

Took me about 20 minutes to design the two cults in question and move them through a few developments which can then be used to motivate and direct them through the flow of this adventure - and beyond if needed.

This small pdf isn't for everyone but I really like the crunch.  It adds some nice flavor easily and helps maintain that verisimilitude that my table appreciates.  No more bland people in gray/black/red robes burning candles around a pentagram for no other apparent reason than that they they're evil.  GOOD cults exist too, y'know.

Wednesday, October 18, 2023

In which we Enjoy the Funnel cakes!

 It went well.  Settled on the Crypt of Endless Agony (#681 from Elven Tower.)  Did a quick introduction of the characters.  Players started getting vested.  Then they entered the dungeon, encountered a ghoul and the slaughter began.  Shoulda been a two-round win but John kept rolling single digit attacks so it was an early bloodbath.  Set the tone.  

The players then settled in, absorbed the stats, possessions and prior occupation.  Range weapons were used as were makeshift range weapons (apples?!)  Some traps detected, some not.  Turning undead attempted - and failed spectacularly.  Slowly but surely the players did what they do best - gelled as a team.  And the BBG was vanquished and the dungeon was escaped and much coin and treasure was carted out.

Many (several?) fun stories were recounted and then the serious work of character creation began.  Roll 6d6 in order.  1-3 give +1 to the ability, 4-6 gives +2.  I also allowed players to swap one high for a low.  Also kept the requirement that an exceptional total must exist for at least two stats, with one being at least 15 and the other being at least 16. It’s enough if a player has one gifted stat, a minimum of 17, instead. Kris's charlatan had some crappy numbers but we bumped the two highest to meet the standard and she was good to go.  

John is already well on his way with Jutorious Bottomflagon his half orc wizard.  Kris's former charlatan is leaning toward rogue and I'm thinking would make a good Mastermind.  Charles?  Leaning toward druid or may take cleric.  Either way he'll be an asset to the party.  Not much muscle here but a lot of everything else.  I've run John through the background generator and it's provided several interesting backstory questions.  He had a fraternal twin die at 6.  How?  He has advantage vs poison.  Why?  He was given two potions.  One healing.  The other is his choice, as is who gave it to him and why.  He was "assigned" his three cantrips but selected one in the funnel.  His spellbook also has Magic Missile and he'll select the other one.  Will be interesting to see how he interacts with Dakora.  

Equipment?  Basic needs, PLUS the stuff picked up in the funnel, PLUS a 3d6 die roll here.

A nice inscription in the spell book - a gift from his mentor (provided by ChatGPS).  And John's well on his way.  I use my mechanics to make a good fit.  John gets a crap-ton of choices and meaningful questions to direct his backstory.  One down.  Two to go!


Friday, October 13, 2023

In which we partake of Funnel Cakes!

Things I dig: DCC Funnels — Maitreyi Plays Games 

Party is about to be all 5th level at which point they have some options.  They may retire the character completely (making them a major NPC in the area, settling down and still giving the character some limited involvement,) kill them off completely, or roll another character to be a follower (and a fallback if the more advanced character dies.)  Been running a version of this the last few years and the party seems to enjoy it.  They even started talking about it when they hit 4th, knowing it was around the corner.

In the past we simply rolled the character up as usual and introduced them via story lines and plot hooks.  Gonna try something different this time, with full buy-in from the party.  A funnel, as popularized (?) by the good folks at Goodman Games who gave us Dungeon Crawl Classics, with some additional bells and whistles.  I've spent the last few days reading available professional products and trying my hand at developing one or two.  Still not sure which I'll use but it's gotta be GOOD because I want it to be a hit.  

Going to use HanClinto's generator to crank out 25 or so PCs.  I'll have 3-4 players and am thinking 4-5 PC's per.  Should have a few left over to fill in as needed.  Looking fwd to my players getting creative with the limited inventory provided.  Also using an optional rule from Ten Red Crows to allow PC's with INT or WIS of 15 or greater to gain the ability to cast the Uninitiated Magic cantrip.  Because the characters are at level 0, the spell attack modifier will be only the ability score modifier to which the
magic is tied: no proficiency bonus is allowed.  They can create a small glowing bolt of energy and hurl it at their enemies. Make a ranged spell attack. On a hit they'll do 1d4 force damage.

AFTER the funnel the player will take one of their survivors and promote them to a Level 1 character.  They'll roll 1d6 for each ability and increase that ability by either 1 (1-3) or 2 (4-6.)  Skills, proficiencies, languages and equipment will be determined similar to our initial character build.  Giving serious consideration to using these tables to see what happens.  Since I'll be doing this away from table I can probably experiment to see which give us what I think is the best build.  Hopefully the players will rely on the funnel to lean into their backstories.

As an aside I have an interesting plan for introducing the noobs to the party.  I'll post if it works.