It’s a Game For Kids!

Well, the one Lucretia has been asked to run is. “Bean” gaming cafe is opening soon, and have been looking for people to run some intro games. Lucretia stepped up to the plate, and we have been discussing what to run.

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Oops, wrong picture! 😉

With a proposed player-base of six 10-13yr olds, and a 1-hour time slot, I suggested to keep everything as simple as possible, and concentrate on the players’ enjoyment.

So, here is what I came up with:

System

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Some dice!

Opposed rolls.

The player must beat the GMs roll. The Warrior might have a Strength of d8, and the GM rules that Moving the Fallen Tree is a d10 task (It is a BIG tree!).

Player wins: Task Completed!

Tie = Player Wins.

GM Wins: Task eventually completed, but at some cost.

Costs can be ad-libed, to suit the situation, but can include:

  • Lose a Health Token.
  • Add a Minion Token to the Final Battle, or other Encounter (to represent the task taking longer, and the Big Bad having recruited more minions).
  • Use a Special Token (e.g. a Mage “Spell” Token, or Elf “Nature” Token)
  • Add an extra Encounter.

Overall, the players WILL succeed, but they will be somehow hindered later (less Tokens to use, more Enemies to face, etc)

Characters

A set of pre-generated Archetypes. The Elf, The Mage, The Warrior, etc.

Each will have an Index Card with their abilities on it, and a space to put some Tokens (more on these later).

Abilities:

All are d6 unless noted.

  • Strong: Warrior has d8, Mage has d4.
  • Quick: Rogue has d8, Dwarf has d4.
  • Clever: Mage has d8

Fighting will usually be a Strong contest, but a player may come up with a way of using Quick or Clever. Losing a Fight roll means losing a Red Health Token (Minions only have 1). Especially with younger kids, fighting should never be “to the death”. Minions are knocked out (complete with stars spinning round their head), run away, or surrender.

Plot

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Twirly McMustache. (Note: Evil)

The base plot-line for such a short Adventure is: Follow the clues to find and defeat the Evil “Twirly McMustache”!

The players will need a plot-hook to get them into the action. Some ideas to get kids involved:

  • Your dumb sibling has been kidnapped
  • Your Teacher has given you some Homework, but Twirly has run off with the answer sheet!
  • Twirly has stolen your pet’s favourite toy!

You get the idea.

Players must follow clues, overcome challenges and face T. McMustache in a Boss Fight.

Challenges/Encounters

Suggested Encounters:Image result for meme blocked path

  • Nature Challenge: A large tree blocks the path. A river or chasm must be crossed. A cliff to climb. A Twisty Forest where you might get lost.
  • Minions: Usually a Combat Encounter.
  • Puzzles: Keep to a minimum, due to time-pressures.
  • Cryptic Old Man: Always an annoyance! He talks in riddles, but does hold useful clues.

Boss Fight

Eventually, the Players will face the Big Boss. he will have a number of Minions, possibly boosted by previous Failed rolls.

At the start of the Encounter, Minion Tokens can be Doubled-Up to create Big Minions, that use d8 instead of d6! (They could be Ogres instead of Goblins). When these Minions lose a Fight, they lose one Token, and revert to a d6.

This should be played up for excitement. Will they defeat him? Will they be in time? Can they come up with clever, fun, interesting ideas?

There will be a load of Minions, who can get in the way, hinder the Boss as well as the PCs, and generally be used for humour value, as well as ensuring pacing (if the players are having it too easy, Minions help the Boss. If the players are struggling, have them comically hinder the Boss, allowing the Players to pull off some cool moves!).

Assuming the players Win (which they should!), give them a big cheer, a bag of sweets, and send them off with stories to tell their friends!

Also, show them the D&D 5th Edition PHB, and wonder if the more advanced players might be interested in the “real”, more complex rules.

Back to the System

I talked about a few Statistics, that can be used for Opposed Rolls.

“Health” is measured in red Tokens, Each player has 3 (Mage has 2, Dwarf has 4). When you lose a Fight Roll, you lose a Token. If you run out of Tokens, you are DOWN AND OUT (for now …)

I also envisage each Character having some Unique Powers, that they can spend  their 4 Special Tokens on:

Elf: Green “Nature” Tokens. Powers: Entangle, Talk To Trees, Pass Without Trace.

Dwarf: Brown “Mountain” Tokens. Powers: Soak Damage, Dwarf Bread, Talk To Rocks.

Mage: Blue “Mana” Tokens. Powers Magic Arrow, Detect Minions, Solve Clue

I don’t have all the Powers yet, but so long as everyone has something interesting on their Sheet, it should be good!

Summary

It’s not fully fleshed-out yet, but I hope you can see what I’m intending.

To badly mis-quote an Old Geezer who was there at the beginning of it all:

We’ll make up some sh*t, and hope that it’s fun!

 

Do You Even ‘Brew, Bro?

Homebrew Rules

Brew Your Own Rules
Brew Your Own Rules

There is a lot of talk about running games “RAW” (Rules-as-Written), and while there is certainly a time and place for such things (the D&D Adventurers’ League, for example), there is also a time and place for taking a big red pen to the rulebook, and writing your own replacements.

For public clubs, where players may drop in and out, and there are people with varying experiences of games, it can be a good idea to be able to say “I’m running D&D 3.5”, or “Who’s up for some Shadowrun?” and people will know what to expect. But even then, there may be discussion over which supplements are being used, what extra publications are allowed, etc. Not all GMs are fully up to date with every expansion, and even if they are, they may not agree to use them (our club was split over the “Chrome Books” for Cyberpunk 2020. Some people loved the extra equipment, others saw it as rapidly-increasing power-creep).

Some campaigns call for limiting the beginning choices players have over what characters to play (our current game has everyone all be in the same Street gang, which is their Character Class). An early WHFRP scenario didn’t exactly outlaw Dwarves, but made it quite clear that they would not be very welcome!

From minor adjustments through to writing your own complete systems, there is a whole spectrum of house-rules/homebrew.

Why We ‘Brew

Rip Up The Rules
Rip Up The Rules

Sometimes, a rule-set is almost right, but doesn’t quite capture the flavour of the intended setting. One of our group used to use RoleMaster to run a game set in Middle Earth. Removing any Elemental spells seemed to work for the subtle magics that Tolkien seemed to favour.

Other times, a particular rule doesn’t gel with a particular group. Some people don’t like the fragility of 1st level D&D characters, and rule “Everyone gets Max HP at 1st level”, or replace the usual dice rolls for stats with one that gives a higher average (4d6, drop lowest, 2d6+6, roll 3 sets and choose, and many, many more!).

A player might pitch a character concept that the rules don’t currently cater for, and the Group can work to find a way of building some rules that can fit it into the game.

Oft times, the GM just doesn’t like some section of the rules, and replaces them with their own “better” version. One area that seems very prevalent is Order of Combat Actions (“Initiative”). Do you roll every turn? Do you roll at all, or does the PC with the highest DEX/AGY/SPD always go first? Do you go round the table, with no regard for Character abilities? Some tables prefer different ways of doing this, for “accuracy”, balance, ease of play, and other reasons. In some games, getting the 1st go is very important, others less so, so it can make a difference what style of game you want.

To try to avoid a classic situation of low level PCs specialising to a degree that they can out-do any NPC in their area, I ruled in our latest game that PCs could only start with Rank 3 in each skill (out of 5 Ranks), and only progress at 1 Rank per Level. While this has still allowed them to reach the heights, it has forced them to consider a longer term view, as they can’t suddenly buy 3 Ranks in a skill if they find it useful. I have seen games where the reverse is done, where PCs may not have more Ranks than their level, they may buy from Rank 0 to Rank 5 all at once, if they have the XP.

Undiscovered Country
The Undiscovered Country

Unexplored areas: Not the unmapped Dungeons, or uncharted star-systems that the Players will venture forth into, but rule concepts that the Designer did not include. How long will it take our party to build a trebuchet? Can we utilise our Media Contacts to set up a propaganda campaign? Some of this is termed “Rulings” rather than “Rules”,  but if it becomes a repeated action, it can become worth formalising a system for it.

A lot of games include what has been termed the “Rule Zero” section, essentially letting the reader know that the Rules are merely Guidelines, and should be altered to fit your own way of playing. This became epitomised in our early games, where the most-quoted section of the rulebook was the section saying “Do Not Quote The Rulebook”!

How to Brew

There are several factors to take into consideration when introducing House Rules. The first, and possibly most important is the very fact that you are departing from RAW. Once the precedent has been set that Rules are merely Guidelines, expect to face a tirade of players demanding that the “obviously unbalanced and unfair” sections of the rules that apply to their character should be changed to something “much more realistic and appropriate” (transl.: Moar Powah!).

This leads to the next consideration: Balance.

Usually, Games Designers have put a fair amount of work into their Systems, and tried to make sure that no single class out-shines any other (unless that is a conceit of the setting. See: Linear Fighter, Quadratic Wizard). Changing around even seemingly-innocuous rules can have unforeseen consequences on this delicate balance.

Effort/Reward: Is it worth the hassle of poring over rule changes, judging how it will affect the game, who will benefit and who will lose out, when you could just say “No”? Some players are very good at skimming over things, with a “Whatever. Lets get to the good bit!” attitude, where others find their enjoyment reduced by apparent lack of verisimilitude.

The Good, The Bad, and The Ugly
The Good, The Bad, and The Ugly

One of the long-lasting house-rules we use is the Good/Bad/Ugly Contacts for Character Creation. Everyone notes 3 people that their PC knows. One is a “Good” Contact, generally friendly and amenable. Another is “Bad”. Hostile. A rival or enemy. The third is “Ugly”. Complicated. Not reliable. This seems to work in pretty much any game we run, to help keep the players, and their PCs, attached to the World.

My Table:

My Rules!

At our Game, we have a long-term group of players, and tend to play ongoing campaigns. The latest has just hit the 52-session mark (just over a year of Weekly play, with a few gaps).

Fates Worse Than Death
Fates Worse Than Death

As mentioned, I put a few restriction in place at character creation (All the same Gang/Class, no Skills over Rank 3),  and the stipulation that all PCs should be “rays of light in the darkness”, and at least try to get along together (D&D translation: Good alignment). Being a gutterpunk/cyberpunk game, they WILL be using underhanded tactics, and they are part of a particularly nasty Street Gang who use their Blood-based Psionics to leverage power over people’s minds, but at least try to do things for the right reasons!

As the game has progressed, I have been asked to make several Rulings on things that the Rule Book does not make clear, and usually I come down on the side of the players.

One area that was always going to be needing House Rules was the fact that one of the Antagonists is a Voodoo Sect that I have invented new Psychic Powers for. The party is made up of two Powerful Psychers, a Psychic Researcher and a Lost Soul looking for direction. Obviously, they have all jumped on this as something to learn for themselves, and so I am tasked with producing not just some effects that NPCs can call in a narrative manner, but a fully-fledged, robust skill system for the players to interact with! The Psychic Researcher is also developing new Powers in areas I did not imagine, so I also need to figure these out.

The plus side is that I only have a small group, and do not need to worry about wider concerns. So long as it works for this campaign, it does not matter if there are knock-on effects outside the Groups purview.

“What if the Immortals get hold of these powers?”, “How will this interact with the Animalists’ situation?”  – Not a big part of this campaign. I’m not going to worry about it. And next campaign, I will probably rule that no-one can play a Bleeder, and so can’t have these powers!

I do need to keep some semblance of balance across the party. The powers developed by the Psychic Researcher should be better/easier-to-learn than the stuff knocked together by the Psychers, without overshadowing them. What we’re really talking about here is Spotlight Time. Do each of the Players think they are getting a fair deal, are their efforts paying off?

And this is the aim of all Home Brew, I feel. Keep the players interested. Adapt to their wants and needs, while preserving the World they are playing in. We very much play as “GM builds the World, Players play in it”, rather than some of the more player-based systems/styles out there, but player-input is still very important in what the GM builds.

Summary

There are several reasons to alter the Rules of your System, but it should be done towards one main Aim: Improving the Fun for Everyone!

Do you Home Brew/House Rule? Why? What are your favourites?

More Inspirational Reading

If you copy from one book, that’s plagiarism; if you copy from many books, that’s research.

(Professor Wallace Notestein, 1929. Much re-quoted)

I’m often asked about sources of inspiration, and while my previous article mentioned some forms that I use, it still leaves out a lot of the details.

When I am hoping for a particular theme, I will research other literature and media from that theme. For example my previous Fates Worse Than Death game had a dark, gothic feel to it, and so I included characters named Patricia and Dr Avalanche.

Other names come from mangling themes. In this game, we had a Gang named the “Tea Drinkers” (after their predilection for Soma tea, that supposedly improved their Psychic Powers). Major Players included Cam(from chamomile), Tets (from Tetley), and Ty (from Typhoo).

In Mathematics, an “abelian group” is defined as “a group for which the elements commute“. So  my group of Math Addicts, who lived outside of Gang Turf, took the name “The Abelians”. A subtle in-joke that only I got, but I used nonetheless 🙂

Foreign Languages:

The first port of call here is Latin. I was recently asked about a name for a character that was a Butterfly. I instantly brought up a page of Biological Latin Names to choose from, and/or alter to suit.

In D&D, there are creatures called Illithids (or Mind Flayers) that have tentacled faces, making them look like an octopus or squid (similar to the Ood from Dr Who). My natural tendency when I got to play one of these monstrosities was to call him “Ceph“.

Lists of foreign names are plentiful across t’interwebs, so browsing for one with a particular meaning is quite fruitful. My “Spanish” ex-noble in a fantasy-based New World game was called Sancho (“sainted. holy”), to clash with his obviously-tainted appearance (albino).

Others:

Some of my favourite names have included:

  • Brian’s Little Brother. (We never knew who Brian was)
  • Billy-O (he was run out of town)
  • Santiago (From Alpha Centauri)
  • Hexametric Ice (a group of Math Addicts. Considered to be “special snowflakes” by their peers)
Place Names

Several of my games are set in Urban areas, with large housing blocks. Often, I name these after politicians. A previous Cyberpunk game centred around Tebbit Block, with Lawson Towers, Lamont Park, Hurd Housing and Howe Block all playing their parts.

Pub names are usually randomly generated, but occasionally I manage to mangle something well enough for my needs. The latest is “The Happy Greeter”, where a gang of Bikers hang out. A mix of “Happy Eater” motorway services chain, and “The Salutation” (a biker bar in Nottingham, UK).

Summary

Overall, I take inspiration for any and every place I can get it! Mix it up, mangle it, twist it until it fits!

Take a favourite TV show, poem, song, and change it just enough that it is not instantly recognisable, but still traceable. Draw on your own hometown, or places you have visited (when I re-ran B2 – Keep on the Borderlands, I cribbed all the names from a local street-map!).

Do not be afraid of your players finding out where you got the ideas! It can be good to watch them look out for other references!

Where do you get your names from? What have you been pleased with?

Whose Dice Is It Anyway?

(Inspired by This Thread)

Some GMs are masters of making things up as they go along. Winging it. Improvisation. They are never short of new, interesting locations, and characterful NPCs. Plot lines seem to grow organically as the game moves along.

I am not one of those GMs.

Players will, inevitably, come up with new and innovative ways to side-step challenges, derail story-lines, and chase tangent-bunnies. When they do, I tend to run into the GMing equivalent of writers’ block. Over my many years of GMing, I have come up with coping-strategies to keep the game flowing, rather than stumble through, uming and erring over details.

The first tactic I use is to try to keep the geographic scope of my campaigns quite small. This allows for locations to be reused many times, and detail to build up over time. The NorthHills sprawlzone that I used for my cyberpunk campaigns started as a rough map, and as we played, built up into a well-detailed area. The Mall had shops (with staff) noted, and was visited many times. I ran several adventures using The Crow Bar, and it has built up a history of its own. I particularly like Fates Worse Than Death for this, as it is set exclusively on Manhattan Island. Large enough to allow quite a lot of scope, but small enough to keep coming back to the same places, meeting the same people.

Another ploy is to keep sets of lists handy. People’s names. Business names. Emotions and attitudes. Some of these I pen myself, between sessions. Others I pull from many sources. Particular favourites are Lee’s Lists and Random Generator.  Vajra have some good random creators, specifically for their FWTD setting, but it can easily be used for other games.

Some games produce very good source-books for this, and I particulalry like Shadowrun’s Sprawl Sites. Containing details on quite a few potential locations, plus a whole list of encounters, it provides useful inspiration should ideas dry up.

Also, keep a thesaurus handy. Treeware versions are fine, but nowadays I tend to rely on thesaurus.com for getting good words appropriating superior lexicons.

And, of course, I have my many years of experience to draw upon! I have been known to use ‘similar’ NPCs from game to game, even radically different settings, and tweak locations from one game to fit another. Even plots and adventures are lifted wholesale! Sometimes it is obvious, even highlighted, other times more subtle. (Notable example: When I ran an AD&D campaign many moons ago, one player created character sheets for the 30-40 NPCs in his care (the “We Hate The Dark Lord” club). As they, in turn, inevitably met their fates, they were handed to me, to re-use as ready-made NPCs for that, or any other, game. I still have that folder.)

With these tools at the ready, I tend to spread my preparation thinly, sketching several fledgling ideas, ready to develop the ones that the players interact with, adding detail as play progresses.

So, my improvisation is not about on-the-fly winging it. It is the result of much preparation. Roll a dice on this table. Choose an appropriate item from that list. Pull a character sheet from that folder. All prepped beforehand, ready to be improvised on-the-spot!