Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Sunday, 26 August 2018

#RPGaDay2018: Day 26 - Your gaming ambition for the next year

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It's pretty exciting. We're returning to Pathfinder to finish the storylines there. I've really missed playing Svetlana and am looking forward to reaching her promised "happily ever after".

I mentioned yesterday that I'm now playing some First Age Exalted, with the plan to head back to Aberrant, and from there, back to the other Exalted, the one with Taji and Kito, and then back to the Mage game that's just gone on break, with the idea that we'll alternate between these games to their natural conclusions, playing each for a few months at a time rather than years like we have been. I'm really looking forward to getting into this First Age Exalted game properly, and as for where we are in Aberrant, well, there's so much happening! I really want to know if Adam's "hallucination" means Benedict is alive, which would be really interesting. I'm also looking forward to the fallout of Adam's decision to leave his family in someone else's care while he's in prison, especially with Chrissie's trust issues, and out of character knowing Adam's thinking of leaving his family anyway - that's going to be interesting to deal with! We'll have a new player, too; the other player from the First Age game. I'm looking forward to seeing what character he comes up with and how he'll fit in.

But my biggest ambition for the next year is to carry on as normally as possible once this little parasite's arrived.

20 weekscan photo

What're your gaming ambitions for the next 12 months? Let me know below!

Thursday, 16 August 2018

#RPGaDay2018: Day 16 - Describe your plans for your next game

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The boring answer to this prompt is: 
  • arrive on time for once
  • gossip as we get settled
  • try to progress the plot (as we're playing towards a goal that, when we meet it, we'll be returning to Aberrant, and we're all looking forward to that a lot)
  • try not to roll quite as many botches as I've managed the past few weeks... (it'd be really nice to succeed a few rolls!)
So rather than talk about my next gaming session, I'm going to talk about plans for the next game after that's done. As mentioned, we're returning to Aberrant, but we're also returning to Pathfinder, so I'll start there.

We're returning to the 'Interlude' characters, who're currently working their way through some version of the Star Stone Trial, very different to the one in the book (rather more epic in scope). They're nearly done, my GM reassures me; I've not particularly enjoyed the character, although I think the concept is interesting, and we felt a bit adrift in the trial, really not knowing what to do most of the time. Their arc should conclude not long after they get back, and we get to return to our main characters! I've really missed Svetlana, so I'm looking forward to getting into her skin again. I'll need to read through my notes on where we got to, which is one advantage of this blog.

Then Aberrant! Chrissie's just been called to the jail where Adam's being held because he's behaving weirdly. What Chrissie doesn't know is that Adam's been hallucinating, including that their mentor Benedict is alive and calling to him from beneath the quantum lake that was Vienna, where they'd assumed he'd died. Hallucinating... or are the strange conditions of the jail allowing Benedict to contact him? Tune in next time to find out... (or, y'know, whenever we get started and however soon after that I get around to writing it up).

One cool thing about the Aberrant game is that Bells and Rich have been playing First Age Exalted with another friend, Ash, but that game is being put on hold so we can play Pathfinder. It would be trickier to integrate Ash into the Pathfinder game at this stage (and also possibly the group), but having gatecrashed their game and found I got on well with Ash, we're going to bring him into our Aberrant game instead. I'm looking forward to seeing what he comes up with, and how the GM will introduce him.

What about you? What plans are you ruminating over? Tell me, or link to your response, below.

Sunday, 12 August 2018

#RPGaDay2018: Day 12 - Wildest Character Concept

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As with yesterday's 'Wildest character name', turns out I'm not much of one for out-there concepts. Kismet, whom I mentioned yesterday, would be an exception, and I like my assassin-ballerina, knitting Amazon hunter, and the fake psychic. I've played the first in a one-off Cyberpunk session, but her lack of trust makes me think she'd be a better NPC than PC.

I think the wildest concept I've played with was the living ship, Yggdrasil. This was an airship into which we brought a giant spruce pine, which we then awakened, pouring our mythic chips into the spell, creating a sentient, sorcerous airship. When it talks aloud, the figurehead leans back to look at us and the mast's pine needles shine and shimmer. 

Are you taking part? Add a link to your response in the comments!

Sunday, 7 January 2018

Guest Post - Creating Characters by Bells

Following my recent post about connecting your character to the world and our GM's subsequent guest post, I also asked Bells to write something. He's someone I adore playing alongside, building close relationships between the characters by necessity or background. He plays (or has played) Adam to my Chrissie, Kito to my Taji, Sanrin Pavi to my Kally Hopebringer, Howard to my Ragna, Aaron to my Svetlana, Tesla to my Solomon, Tanna to my Jvala

One of the things I really like here is that you get to see some of the recent Exalted events from Kito's point of view - I'm telling the story from Taji's, which means I can't always show this.

Here's what he has to say.
~~~
Ok, Creating characters.. Definitely a topic I have a love/hate relationship with. When it comes to creating a character I find it breaks down into the following tasks or steps that need to be decided or overcome, before a character is ready to play.

·         Come up with a primary trait/defining feature for the character to exhibit.

·         Come up with some interesting but realistic negative traits or weaknesses.
·         Stat the character, focusing on the primary, tweaking for the negative.
·         Tweak the character in mind, based on stats.
·         Finalise the stats
·         Come up with the name, description

I am not saying this is the correct way to go about creating a character of course, but this is the way I most feel comfortable. We have all heard stories of mary sue characters who can handle any situation or characters who are some sort of stat or ability with a character tacked on. While often in games it is very easy to do, after a few character I have created myself I find it is simply not fun. (Such as Stronghammer, my hammer throwing solar, or whateverhisnamewas, my warstrider pilot)

I also find having weaknesses is a great opportunity in game for some really interesting scenes. For example with Fern’s recent post about the attack on the self-liberated slave camp where we met Undying Fury for the first time, I found the whole thing exciting and interesting in the way I played Kito. Stat wise he has reasonable compassion and high conviction, meaning he holds his intimacies close. On the flip side, his valor is not huge, and this is why he’s usually the voice of attempted reason. “Maybe we should not go to the poor quarter looking for people kidnapping people” or “Maybe we should not approach a place designed for defence out in the open”.

After the fighting got underway and we found ourselves fighting against ex slaves, farmers, people trying to defend their livelihood and new found freedom, his resolve was shaken as compassion kicked in. After taking a fair bit of damage the lack of valor kicked in and he retreated a little way out of the fight. However hearing Taji in danger prompted him to put aside his fears to step in and protect her, despite being inches from collapse himself. This is something I keep in mind in most major battles, the character is not brave, he is terrified, forcing himself through each battle with conviction and willpower to protect those he cares for. This is also highlighted in other situations where, if caught in a fight alone, he will often run away. (And to be honest now I think about it, I think part of the reason he stood up against Undying Fury was not for bravery, and a touch more selfish than to defend the others. His inner conflict about being Anathema and guilt for the harm inflicted upon innocents likely gave him a touch of a deathwish.)

Tangent aside, this is why I like to start with traits and negatives. While it is fun to be able to handle situations, I enjoy being unable to handle other situations. It's great to see other players being able to shine, and the character interactions and developments that can occur in times of weakness.

Creating the character stats is my least favorite part, even more so when character creation starts without warning so without me having time to come up with a concept. As our primary GM is aware, ‘Character Creation!’ tends to result in a groan from me. It is difficult and time consuming at times to translate a concept into stats and skills. This gets more complicated in some groups where it is important to have a spread of skills among the group or certain concepts are turned down due to being too similar to another. Not unreasonable or insurmountable of course but still not something I overly enjoy. Once the stats are done and relief kicks in, I do enjoy tweaking the concept I have in mind for the character based on the stats. (Most recent example is in mage where my 5 int character ended up with 2 wits. The result? Haaaaates thinking on his feet. And often results in lots of cursing if forced)

Finalising and coming up with names and descriptions I am not great at, mostly I think because I have trouble remembering such when it comes to people in the real world. I have a tendency to just go for ‘average’ for most looks and pull something from a name generator. (Also highlighted by mage where in the first session I think every single time my character had to introduce themself I had to look at my character sheet to remember their name, something the rest of the group picked up on! Thankfully taken in good humor though.)

Of course one part I did not cover above is how the character properly integrates with the world. Backgrounds and connections is something I often come up with almost subconsciously between creation and the first few sessions, and it is something I do enjoy just sitting and thinking about. Often I meet up with our primary GM away from sessions due to our mutual love of food (And I think partly so I actually leave the house sometimes) and during these I tend to toss about ideas. This more often than not ends up with some interesting quirks to the character not immediately apparent, but always fun when they come up in game.

And just because I can, here’s an incomplete list of characters and the main traits or quirks that come to mind, just to give a few examples on the sorts of traits I come up with.
·         Adam - Forced into crime due to weakness, used his strength and charisma to try to better the world. (Somewhat missguided lately, though!)
·         Kito - Compassionate, strong willed but aware of his weaknesses. Finds valor and hope by following his sister’s.
·         Tesla - Driven by delusions of the impossible and the fact each step brings the impossible closer to reality. (Imagine running through fire to reach something that will make you fireproof)
·         Aaron - Guided by a higher calling and purpose behind his actions with little time for others, partly due to others having little time for him in his past.
·         Tanna - Ex slave turned druid, values freedom above all. Clings to and mothers the party after the loss of her closest companion as a coping mechanism. (The latter came up from the first session then loss of the party tank)
·         Howard - Methodical mage with an overinflated ego and a weakening grip of his non-academic life. Believes everything wrong will be fixed by being the best in his specialty.
·         Quiver of Arrows Tipped with the Sun - Insecure young Solar fropped into power and responsibility. Hides from the world both literally and in their portrayal of themself.
 

Saturday, 6 January 2018

Guest Post - Creating Characters by Rich

I recently wrote about connecting your character to the world, and muttered at the end that I'd like to see if I could get my friends to do guest posts. Two of them were very pleased to - here's the first, from someone who more often GM's for me than plays, and he's written from that point of view: making NPC's real. (I didn't play in his GURPS game, but know Noleski and Sam Spade from Pathfinder, and Alastair from Aberrant. Once you've read what he has to say about Alastair, I'd love you to read this post here, because it talks about how I dealt with the emotions a scene he mentions conjured up).

Over to Rich!
~~~
Characters… Christ, where do you start?

From a Storyteller/DM/GM/Ref point of view what can start as a gimmick, has frequently, developed into a staple character of the story. Anyone who has run a game, they have certainly been in the moment where you are put on the spot, the players look at you for what’s next and… the character has a lisp, they’re 5’4”, dresses colourfully, and has eyes that take in too much, a smile never moves past their mouth… Oh you want to know what they’re about… Ermm they’re a warlock, down on their luck and are one disaster from homelessness. From that you know they owe all sorts of cash to all the wrong types of people. So, they’re desperate, hey they just might be willing to help the players out… as for what they want in return depends on who they are… Are they smart, devious, manipulative, straightforward, blunt, several bulbs short of a full metric Blackpool Illumination? Are you starting to see the problem?

Where do you start?

There’s a few characters in my games that have stuck out to me, likely for entirely different reasons than they might for the players. (or one hopes they do anyway)

GURPS, it was my first game, and the short campaign (technically my second campaign using the system), was a pretty big deal for me in formulating how I’d run games in future. The premise of the game was a couple of people were hired by a Ford exec to drive one of the first four door model T Fords to California. The car, however was sentient, and a magnet for the supernatural… From dragging the group into a hair-raising adventure in a town dragged into hell for all of a day, culminating in a rather civilised cup of tea with a demon… Anyway, this was years ago, point was they didn’t find out the car was supernatural, or the reason they were kept alive through a series of convenient happenstances. Point is, my feeling over the game has informed how I tell a story; I like to leave a trail of breadcrumbs that the players only realise was a trail when they look back on it.

Pathfinder. There’s a couple of characters here that really stand out to me. As a “brief” bit of background, the campaign began as the Kingmaker adventure path which was quickly discarded in favour of my own spin on Golarion and its goings on. The advantage of an established world is that you have less work to do, and for a dungeon master with enough to do as it is, having a list of already created characters is a godsend. Noleski Surtova, Regent of New Stetven, was originally written as a cruel and hard person. When I approached the campaign, I knew I wanted him to be present in the story, so I deconstructed the character and started from the ground up. His childhood teacher, Sylvester Malliard, who is an old Wizard who seemed ancient in even his childhood and served as the previous king’s teacher. Then I moved on to how he became regent, the previous king and childhood friend, disappeared mysteriously (still not unveiled in the story, so… as I’m writing this for one of my player’s blogs… You’ll appreciate my reticence) naturally this disappearance tears him apart. Then how does he feel about the Stolen Lands? Noleski sees himself as a caretaker for Brevoy, and her people, therefore reclaiming it from bandits was an exercise in bringing strength to the country in a time of depression. He also is an aging man, old for a bachelor ruler, and his sister (who was supposed to be a Machiavellian manipulator) had attempted to set him up with other prominent members of the court. How does this inform his character? My conclusion was that he was married to his country, to his job, he hadn’t even considered taking the throne until the Stolen Lands had been reclaimed. Those were my thoughts going in. So, who is Noleski? He’s someone that has been influenced by his teacher to show kindness and wisdom in dealing with his people, though he won’t hesitate to make the “right” decision, even if it seems harsh. He knows how to get the most out of people, and will delegate when necessary, and is not afraid of picking up the sword when necessary. That should be enough to work with, right? Yes, and no. Progression makes up everything else. Whether it’s a marriage to one of the players, or the occasional letter, reminding the players of their obligation as rulers of a vassal state.
In truth, many of Noleski’s traits were designed to make him a useful ally to the players… Though with limits…

Sam Spade, yes, I probably stole the name somewhere, don’t look at me like that. He started out as a gag character to help the players in an investigation when they hit a wall. Sam Spade is a gumshoe, he talks the walk, and walks the talk. When Sam is around, the world is Noir, fading to greyscale. The music is audible, the players and other NPCs around appear in appropriate attire, think those silly long cigarettes and fedoras. Sam is bound to a sentient artefact detective agency that appears “when it is needed”, and he is dragged with it when he is done. Oh, and he narrates everything. So yes, it’s another trope, but the character who has a comical overlay, the somewhat darker side of the coin is the few hints I’ve dropped, hinting that his bound status is less than voluntary. He largely speaks for himself, and everyone else.

Annnnd now for the hard part… Alastair Benedict St John. He’s one of the NPCs from my Aberrant campaign. So, Alastair is the product of two NPCs, the enigmatic Benedict, and the equally mysterious Jennifer St John. He’s a Nova, and for those in the know, a second-generation Nova. His childhood was… brief, due to his nature, both full mental and physical development took a matter of a year or so. Through various circumstances, Benedict died in the line of duty, which prompted Alastair to start considering revealing himself to the world, which would have meant subjecting himself and the team that had been built up over years of effort to extreme danger… I should probably elaborate, in my version of the Aberrant world Novas (evolved humans with super powers, about 6000~ worldwide) the relationship between baselines (humans) and Novas is strained at best. However, with Benedict’s death it meant the shadowy organisation, think of a mix between the X-Men and James Bond, operating under London had suddenly lost much of its protection. This means that the organisation, the Nova Initiative, was very vulnerable, which lead to the kidnapping of one Jennifer St John when things started going wrong. I won’t go into the circumstances, they’re largely irrelevant, times were indeed dire. At his lowest point, when the character was having a crisis of faith and near giving up, the players who had never given up hope that Benedict was indeed alive, (and were very vocal about it in his presence) he stated, “If he’s alive, then where is he?”

It was a protest, imagine if you had mere years to get to know your father, had to deal with the grief of losing them too soon, imagine if you had such a huge burden of responsibility placed upon you (Benedict was a pretty big deal). Imagine the world you’re fighting to protect is resisting your every attempt to help, now imagine two trusted friends fighting the reality you were desperately grappling with. How would that make you feel? Angry? Hurt? Yeah, probably. If you want connections to a world, there you go.

In summary, characters aren’t just a mask you put on for a couple of hours. They’re people, they have lives, they have families and they’re usually complicated, what family isn’t? (for god’s sake don’t do the whole, “I’m an orphan” thing, it’s grossly overdone) I suppose it’s the same with any form of storytelling, for a few hours as a DM you present your players a window to another world. That world has its own history which shapes it and the characters in it, like Noleski. That world has mysteries all over it for players to find, like ol’ Sam. That world has a part of you, which makes it sometimes a little scary. Truth is, of all the characters I’ve written, Alastair has the biggest part of me in him. I’ve felt the loss and frustrations he has. Ok, sure, it’s acting… or drawing on personal experience, you write what you know, all that sort of thing. Ultimately, I don’t think where you start is terribly important, you can write their history to inform the character or have the character inform their history, but humans are the sum of their parts… Take that how you will.

For me it boils down to this, if you can know the shape of your story and commit to it, let the character guide your choices, rather than you guide theirs… Then your character is in the world, rather than just your puppet.

Rich