Today's topic is One.
Every so often the topic comes up of what RPG would you choose if you could only choose one.
If I over-think it, it becomes hard. There are so many great RPGs out there. So many that I love and have loved playing. But if I could only choose one, forever, then the choice becomes clear and easy.
CJ Carella's WitchCraft RPG.
WitchCraft is, hands down, my favorite game. Period. Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979. Everything I ever wanted in a game was right there.
Everything.
WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it. Granted a lot was going on in 1999/2000 both gaming-wise and personal that may have added to this effect, it was an effect all the same.
Back in 1999, I was really burned out on D&D. I was working on my own Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft. At first, I balked. I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then), but I was coming home from work and my FLGS was on the way, so I popped in and picked up a copy. This must have been the early spring of 2000.
I can recall sitting in my office reading this book over and over. Everything was so new again, so different. This was the world I had been trying, in vain, to create for D&D but never could. The characters in this book were also all witches, something that pleased me to no end, it was more than just that. Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a gamebook. I have it hanging in my game room now.
WitchCraft uses what is now called the "Classic" Unisystem system. So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks. Skills and attributes can be mixed and matched to suit a particular need.
WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system. Think of each magical effect as a skill that must be learned and you have to learn easier skills before the harder ones first. In D&D, for example, it is possible to learn Fireball and never have learned Produce Flame. In WitchCraft you could not do that. WitchCraft though is not about throwing around "vulgar magics". WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond. WitchCraft takes nearly everything from horror and puts all together and makes it work.
The Eden Studios version was the Second Edition, I was later to find out. The first one was from Myrmidon Press. I managed to find a copy of that one too and it was like reading the same book, from an alternate universe. I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.
The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games. The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill. But WitchCraft is different. There is a Reckoning coming, everyone feels it, but no one knows what it is. Characters then take on the roles of various magic-using humans, supernaturals or even mundane humans and they fight the threats. Another conceit of the game (and one I use a lot) is that supernatural occurrences are greater now than ever before. Something's coming. (dogs and cats living together, mass hysteria).
It is most often compared to World of Darkness, but there are things WitchCraft does that I just like better. Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy. There is a war certainly, but nothing so cut and dry. Unlike new Mage, there are rarely clean divisions between the factions. Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it. There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given. It feels very organic.
In my opinion, C. J. Carella may be one of the best game designers out there. WitchCraft is a magnum opus that few achieve. I took that game and I ran with it. For 2000 - 2003 it was my game of choice above and beyond anything. The Buffy RPG, built on the Cinematic Unisystem took over until I wrote Ghosts of Albion, which also use the Cinematic Unisystem. I mix and match the systems as I need, but WitchCraft is still my favorite.
WitchCraft, in fact, is what got me into professional game design.
Back in the Spring/Summer of 2001, I started up a new game. I had just purchased the WitchCraft RPG book about 16 months prior and I was looking for something new. That something came to me in the guise of Willow and Tara. I had been watching Buffy for a bit and I really enjoyed the character of Willow. When she got together with fellow witch Tara I thought they were perfect. I had become very involved in the online Willow/Tara fandom so I created a game, focusing on just them.
The game would focus on just these two, no one else from the show (which I would soon become an ex-fan of, but that is a different story). Plus it gave me something to try out in a modern setting, something I have not done since my days with the Chill RPG.
The trickiest part of developing game stats of any fictional character that belongs to someone else is knowing how to strike a balance between the game's rules and the fictional portrayal. A lot of "artistic" license needs to be used in order to get a good fit. For example, how do you determine what some one's strength is when there is little to no on-screen evidence? What spells would the girls have?
In the end, I decided to play it a little loose, but I love where their stats ended up. In many ways, this is who Willow and Tara are to me, not the characters on TV or comics, but the ones that were my characters since that day back in May 2001 that I decided they needed their own chance to shine.
After this, I went on to work on the Buffy the Vampire Slayer RPG. It should be no surprise then that the Willow and Tara stats that appear there are not that much different than my own. I can be quite vocal in playtests. That got me the chance to write the Ghosts of Albion RPG. This also allowed me to meet, work with and remain friends with Christopher Golden and Amber Benson.
WitchCraft paved the way for so many other games for me, not just in terms of playing but in writing. If it were not for WitchCraft then we would not have had Buffy, Angel or Army of Darkness. Conspiracy X would have remained in its original system. There would be no Terra Primate or All Flesh Must Be Eaten and certainly, there would be no Ghosts of Albion. The game means that much to me.
But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://www.drivethrurpg.com/product_info.php?products_id=692&it=1&affiliate_id=10748
Download it. If you have never played anything else other than D&D then you OWE it yourself to try this game out.
My thing is I wish it was more popular than it is. I love the game. If I was told I could only play one game for the rest of my life then WitchCraft would be it.
Saturday, August 17, 2019
Friday, August 16, 2019
Kickstart Your Weekend: The Lost City of Gaxmoor 5E
This one is easy to back.
The Lost City of Gaxmoor 5E
https://www.kickstarter.com/projects/676918054/the-lost-city-of-gaxmoor-5e?ref=theotherside
From the Kickstarter Page:
There is a lot going on in this Kickstarter. Not sure what level I will pledge yet, but I know I will!
The Lost City of Gaxmoor 5E
https://www.kickstarter.com/projects/676918054/the-lost-city-of-gaxmoor-5e?ref=theotherside
From the Kickstarter Page:
The Lost City of Gaxmoor 5E is a sandbox adventure we are converting to the 5th Edition of the world's most popular role playing game. Designed for characters that range from 1st to 10th level. It is the brain child of and written by Ernie and Luke Gygax, the sons of the legendary co-creator of Dungeons & Dragons Gary Gygax. If this campaign is successful, The Lost City of Gaxmoor 5E will be released in a Full Color, 128+ page book that includes a fold out map of the city that retails for $39.99.I will admit I don't know the history behind Gaxmoor save that Ernie and Luke created it and it was one of the few times Gary was a player. This, added to the long friendship between Gary and the Chenault brothers, gives this much more than a whiff of credibility. This is the closest to something from the Old Master himself.
There is a lot going on in this Kickstarter. Not sure what level I will pledge yet, but I know I will!
#RPGaDAY2019: Dream
Today's topic is Dream.
Dreams have been an important part of my RPG journey as a world creator.
I have detailed in the past my recurring nightmare of the "Very Haunted House".
The house was an old Victorian manor complete with spooky attic and sub-basements.
It was haunted by the ghost of an evil old woman that used to torture kids.
This house was based on a few things in real life. The biggest was "Maplecrest Apartments" in my old home town. It used to be an old tuberculosis hospital turned into low-income housing. I delivered newspapers back then and that was on my route. Scary place. The house took more form when I went with my dad to see the Dana Thomas House in Springfield, IL. These nightmares plagued me forever, to be honest, and they were not the "whew that was a weird dream" nightmares these were the "oh my god I am going to die in this dream" sort where you wake up afraid and still full of terror. I added details to dream with every movie I saw or book I read including a bathtub full of black water with a rotting corpse that I am sure I got from "Silence of the Lambs".
Oddly enough they stopped about 15 years ago. I had the dream and in it, my wife was standing in the dark attic only now it was bright. She held a mop and had her hair tied up, she looked at me and said "What? I cleaned it." Cheesy as it sounds I think she helped get over whatever fears it represented.
I have since used this house in other adventures I have written. I first used "Cotton Crest" in my Buffy RPG adventure "Under a Cajun Moon". Years later "Oakcrest" made it's debut in "The Haunting of Oakcrest Manor" in the Guidebook to the Duchy of Valnwall Special Edition.
I am considering also doing it again, only this time Willow Crest. Cotton Crest was haunted by demons, Oak Crest by ghosts and other undead. Willow Crest? Extra-dimensional aliens. Sounds like a good Dark Places & Demogorgons adventure.
Other dreams have given me some great monsters and some other game ideas.
Looking forward to see what I dream up next.
Dreams have been an important part of my RPG journey as a world creator.
I have detailed in the past my recurring nightmare of the "Very Haunted House".
The house was an old Victorian manor complete with spooky attic and sub-basements.
It was haunted by the ghost of an evil old woman that used to torture kids.
This house was based on a few things in real life. The biggest was "Maplecrest Apartments" in my old home town. It used to be an old tuberculosis hospital turned into low-income housing. I delivered newspapers back then and that was on my route. Scary place. The house took more form when I went with my dad to see the Dana Thomas House in Springfield, IL. These nightmares plagued me forever, to be honest, and they were not the "whew that was a weird dream" nightmares these were the "oh my god I am going to die in this dream" sort where you wake up afraid and still full of terror. I added details to dream with every movie I saw or book I read including a bathtub full of black water with a rotting corpse that I am sure I got from "Silence of the Lambs".
Oddly enough they stopped about 15 years ago. I had the dream and in it, my wife was standing in the dark attic only now it was bright. She held a mop and had her hair tied up, she looked at me and said "What? I cleaned it." Cheesy as it sounds I think she helped get over whatever fears it represented.
I have since used this house in other adventures I have written. I first used "Cotton Crest" in my Buffy RPG adventure "Under a Cajun Moon". Years later "Oakcrest" made it's debut in "The Haunting of Oakcrest Manor" in the Guidebook to the Duchy of Valnwall Special Edition.
I am considering also doing it again, only this time Willow Crest. Cotton Crest was haunted by demons, Oak Crest by ghosts and other undead. Willow Crest? Extra-dimensional aliens. Sounds like a good Dark Places & Demogorgons adventure.
Other dreams have given me some great monsters and some other game ideas.
Looking forward to see what I dream up next.
Thursday, August 15, 2019
#RPGaDAY2019: Door
Today's topic is Door.
There are a lot of doors in D&D. Which reminds of that old saying and my response to it.
D&D taught me that closed doors are supposed to be kicked open.
I feel the same way about "Gatekeepers". This is a topic that has been coming up a lot lately.
Some groups are claiming that other groups are gatekeeping and those groups are claiming they are not. I can't speak to any groups really, save my own.
Take the lessons we all learned in D&D. If you see a door, or a gate, kick it the fuck open.
Or better yet, say fuck you to those groups and do your own thing. Someone says you can't play their way, kick in the door and take their shit.
I don't normally call out groups but I do want to mention what is going on in my back yard.
So a while back there was this new movement started to counter what they thought were some of the more regressive elements of the OSR scene. They called their movement #SwordDream and I personally think they have some interesting ideas. I am not 100% sure what they are doing will last, but I don't know. I can't say though I could name a product that has been made yet under the SwordDream banner, BUT that has more to do with mether
Should the OSR be worried? No. In fact, they should be thrilled this is happening. Competition should bring out the best in everyone and if one group wants to do things one way and another wants to do another thing then we should all be happy right?
Well...there is that whole gatekeeping thing. SwordDream has mostly been met with derision among some old school stomping grounds and outright hostility in others. Yeah I know, I have read the posts. These are also the same people that will claim NOT to gatekeep.
See the problem is that gatekeeping is not just telling people they can't play it's also telling them their way of play is wrong. Or thinking their way of wanting to do things is wrong, or lesser, or stupid, or whatever.
Is the OSR full of regressive types? Full? maybe not. Are there a bunch of old fucks that don't want people to sit at their table? Yeah there is. Are there good people in the OSR too? Of course! Lots really. I kinda wish that the critics of the OSR would see those people too.
What are you the new young gamer supposed to do? Kick in their door. Or better yet tell them you don't want to sit with them anyway.
Kick in that door. Do your thing. Do you.
There are a lot of doors in D&D. Which reminds of that old saying and my response to it.
D&D taught me that closed doors are supposed to be kicked open.
I feel the same way about "Gatekeepers". This is a topic that has been coming up a lot lately.
Some groups are claiming that other groups are gatekeeping and those groups are claiming they are not. I can't speak to any groups really, save my own.
Take the lessons we all learned in D&D. If you see a door, or a gate, kick it the fuck open.
Or better yet, say fuck you to those groups and do your own thing. Someone says you can't play their way, kick in the door and take their shit.
I don't normally call out groups but I do want to mention what is going on in my back yard.
So a while back there was this new movement started to counter what they thought were some of the more regressive elements of the OSR scene. They called their movement #SwordDream and I personally think they have some interesting ideas. I am not 100% sure what they are doing will last, but I don't know. I can't say though I could name a product that has been made yet under the SwordDream banner, BUT that has more to do with mether
Should the OSR be worried? No. In fact, they should be thrilled this is happening. Competition should bring out the best in everyone and if one group wants to do things one way and another wants to do another thing then we should all be happy right?
Well...there is that whole gatekeeping thing. SwordDream has mostly been met with derision among some old school stomping grounds and outright hostility in others. Yeah I know, I have read the posts. These are also the same people that will claim NOT to gatekeep.
See the problem is that gatekeeping is not just telling people they can't play it's also telling them their way of play is wrong. Or thinking their way of wanting to do things is wrong, or lesser, or stupid, or whatever.
Is the OSR full of regressive types? Full? maybe not. Are there a bunch of old fucks that don't want people to sit at their table? Yeah there is. Are there good people in the OSR too? Of course! Lots really. I kinda wish that the critics of the OSR would see those people too.
What are you the new young gamer supposed to do? Kick in their door. Or better yet tell them you don't want to sit with them anyway.
Kick in that door. Do your thing. Do you.
Wednesday, August 14, 2019
OMG: Cthulhu Mythos
I am fresh off of Gen Con 2019 where I got the chance to play a lot of Cthulhu; Call of Cthulhu and Cthulhu Tech. We even checked out Cthulhu Wars. I figure it is a good time to talk about the Cthulhu Mythos as they appear in the Deities & Demigods.
Of course, there are a few points that need to be cleared up. Or rather, should be clear already.
There is a lot of talk about how TSR didn't have the rights to the Cthulhu myths and that Chaosium threatened lawsuits.
Well, here are the words right from the author, Jim Ward.
Ok that out of the way. Let's talk about the mythos in D&D.
It is not an exaggeration to say that for many gamers their first exposure to the Cthulhu mythos were the entries in the Deities & Demigods, published in 1980. The Call of Cthulhu RPG came out in 1981. Zenopus Archives has a nice rundown of what was going in D&D and TSR at the time.
One of the main purposes of One Man's God is to fit the gods and monsters into the likes of AD&D style demons. It would be easy to do this with the various Cthulhu monsters.
I absolutely do not plan to do this.
The biggest thing about the Cthulhu mythos and Lovecraft's purpose is diametrically opposed to this. "This" meaning to lump the Cthulhu Mythos into the likes of demons, devils, werewolves, and vampires.
In fact, D&D would later change to accommodate the Mythos with the addition of the Far Realm.
The Far Realm was introduced in the pages of the 2nd Edtion adventure The Gates of Firestorm Peak and later expanded in 3rd Edition's Manual of the Planes. It is a bit of a Lovecraftian pastiche, but it still works nicely. It was expanded even more under 4th Edition where it became part of the core cosmology and in-game history.
Outside of the Deities & Demigods and the books mentioned above, Cthulhu and Friends would go on to make more appearances in D&D.
If 3rd Edition is still your jam, then you have the Call of Cthulhu d20 rules, the Pathfinder Bestiary 4 for monster stats, and Sandy Petersen's Cthulhu Mythos - Pathfinder, plus the aforementioned Manual of the Planes.
For the OSR crowd, we have Realms of Crawling Chaos and Astonishing Swordsmen & Sorcerers of Hyperborea.
This only a fraction of the 2300+ entries on DriveThruRPG and even more elsewhere.
Of Gods and Monsters
Back to the present discourse, what does the D&DG have for us in terms of Cthulhu mythos?
In D&D terms we have our Gods: Cthulhu, Azathoth, Cthuga, Hastur, Ithaqua, Nyarlathotep, Shub-Niggurath, and Yog-Sothoth. All of these gods are "Greater Gods" with the maximum 400 hp, save for Nyarlathotep who is a "Lesser God" at 200 hp and Ithaqua a "Demigod" at 250 hp.
The monsters include Byakhee, Cthuga's Flame Creature, Deep Ones, the Great Race, Mi-Go, Primordial Ones, and Shoggoths.
Most of these are not even what we could, or should, consider demonic. Sure they are monstrous and even some are evil, but mostly they are another kind of life that is not really interested in humans.
With that, we will leave the Cthulhu myths and head on to other gods.
Of course, there are a few points that need to be cleared up. Or rather, should be clear already.
There is a lot of talk about how TSR didn't have the rights to the Cthulhu myths and that Chaosium threatened lawsuits.
Well, here are the words right from the author, Jim Ward.
Ok that out of the way. Let's talk about the mythos in D&D.
It is not an exaggeration to say that for many gamers their first exposure to the Cthulhu mythos were the entries in the Deities & Demigods, published in 1980. The Call of Cthulhu RPG came out in 1981. Zenopus Archives has a nice rundown of what was going in D&D and TSR at the time.
One of the main purposes of One Man's God is to fit the gods and monsters into the likes of AD&D style demons. It would be easy to do this with the various Cthulhu monsters.
I absolutely do not plan to do this.
The biggest thing about the Cthulhu mythos and Lovecraft's purpose is diametrically opposed to this. "This" meaning to lump the Cthulhu Mythos into the likes of demons, devils, werewolves, and vampires.
In fact, D&D would later change to accommodate the Mythos with the addition of the Far Realm.
The Far Realm was introduced in the pages of the 2nd Edtion adventure The Gates of Firestorm Peak and later expanded in 3rd Edition's Manual of the Planes. It is a bit of a Lovecraftian pastiche, but it still works nicely. It was expanded even more under 4th Edition where it became part of the core cosmology and in-game history.
Outside of the Deities & Demigods and the books mentioned above, Cthulhu and Friends would go on to make more appearances in D&D.
If 3rd Edition is still your jam, then you have the Call of Cthulhu d20 rules, the Pathfinder Bestiary 4 for monster stats, and Sandy Petersen's Cthulhu Mythos - Pathfinder, plus the aforementioned Manual of the Planes.
For the OSR crowd, we have Realms of Crawling Chaos and Astonishing Swordsmen & Sorcerers of Hyperborea.
This only a fraction of the 2300+ entries on DriveThruRPG and even more elsewhere.
Of Gods and Monsters
Back to the present discourse, what does the D&DG have for us in terms of Cthulhu mythos?
In D&D terms we have our Gods: Cthulhu, Azathoth, Cthuga, Hastur, Ithaqua, Nyarlathotep, Shub-Niggurath, and Yog-Sothoth. All of these gods are "Greater Gods" with the maximum 400 hp, save for Nyarlathotep who is a "Lesser God" at 200 hp and Ithaqua a "Demigod" at 250 hp.
The monsters include Byakhee, Cthuga's Flame Creature, Deep Ones, the Great Race, Mi-Go, Primordial Ones, and Shoggoths.
Most of these are not even what we could, or should, consider demonic. Sure they are monstrous and even some are evil, but mostly they are another kind of life that is not really interested in humans.
With that, we will leave the Cthulhu myths and head on to other gods.
#RPGaDAY2019: Guide
Today's topic is Guide.
This is a topic that is likely to come up many times today.
Games work best with guides, not just books, but people and things to help show you the way.
I think my first real guide to D&D actually predates my D&D exposure.
I have mentioned in the past that my true introduction to what would become my D&D was d'Aulaires Book of Greek Myths this was nearly immediately followed by Tolkien's The Hobbit.
In between my reading of these two books was when I discovered D&D. The line is pretty direct for me from Greek Myths to D&D and the Hobbit. These two sources were my guide to what D&D could be if not what it should be. In fact it is not too much of a stretch to say my D&D then was very much Greek Myths + The Hobbit.
The next guide I picked up were D&D proper.
While Holmes Basic might have been my first set of D&D rules, it was the AD&D Monster Manual that was my first exposure to D&D. But I have detailed these two books and their impact on me many times here.
From here my guides were less about books and more about people. When I was learning to how to play and moving through my first few years of D&D I got to play in a lot of different groups and knew of several more. Here other's experiences and their readings came to influence me.
While I had read many of the books on the infamous Appendix N, they were only a tertiary impact on me and my games. Usually, either through someone else have read them and applying them to their games and what was in the RPG books.
Over the years I have had the chance to play with others who have helped guide me (and vice versa) through many RPGs. Each time I take away something to aid me or push me on.
There were my high school games where I got the chance to play with a lot of different groups. The summer from college that I played in an OD&D campaign. Games at college and striking out all on my own in 2nd Ed to recreate my own worlds. Campaigns with other games like ShadowRun, Vampire, and eventually WitchCraft. Meeting people online and talking games with them discovering that even though we all did things in a different way there are common stories and share experiences. To the message boards, blogs, and social media of today.
Even reading these posts today will help guide me in other directions.
This is a topic that is likely to come up many times today.
Games work best with guides, not just books, but people and things to help show you the way.
I think my first real guide to D&D actually predates my D&D exposure.
I have mentioned in the past that my true introduction to what would become my D&D was d'Aulaires Book of Greek Myths this was nearly immediately followed by Tolkien's The Hobbit.
In between my reading of these two books was when I discovered D&D. The line is pretty direct for me from Greek Myths to D&D and the Hobbit. These two sources were my guide to what D&D could be if not what it should be. In fact it is not too much of a stretch to say my D&D then was very much Greek Myths + The Hobbit.
The next guide I picked up were D&D proper.
While Holmes Basic might have been my first set of D&D rules, it was the AD&D Monster Manual that was my first exposure to D&D. But I have detailed these two books and their impact on me many times here.
From here my guides were less about books and more about people. When I was learning to how to play and moving through my first few years of D&D I got to play in a lot of different groups and knew of several more. Here other's experiences and their readings came to influence me.
While I had read many of the books on the infamous Appendix N, they were only a tertiary impact on me and my games. Usually, either through someone else have read them and applying them to their games and what was in the RPG books.
Over the years I have had the chance to play with others who have helped guide me (and vice versa) through many RPGs. Each time I take away something to aid me or push me on.
There were my high school games where I got the chance to play with a lot of different groups. The summer from college that I played in an OD&D campaign. Games at college and striking out all on my own in 2nd Ed to recreate my own worlds. Campaigns with other games like ShadowRun, Vampire, and eventually WitchCraft. Meeting people online and talking games with them discovering that even though we all did things in a different way there are common stories and share experiences. To the message boards, blogs, and social media of today.
Even reading these posts today will help guide me in other directions.
Tuesday, August 13, 2019
#RPGaDAY2019: Mystery
Today's topic is Mystery.
I think everyone loves a good mystery, especially in their RPGs.
Building a true sense of mystery though requires work and the subtle use of clues, hints, rumors, and innuendos. I have found, more times than not, the best way to it is to involve the players right away.
Not in the way of getting them all to pitch in in some shared Game Mastering role. That certainly works for some games, but not all. No by this I mean take their speculations and let them run away with them.
Here are some examples.
In my Come Endless Darkness 5e campaign, I am spreading te greater mystery over three different campaigns. No one set of characters or players has the full picture. At least not until I get them (or what's left of them) in a room once they reach 18th level or so. The mystery right now is so vague as to not even be there. Yet. Some of the players in the Order of the Platinum Dragon game are beginning to suspect. Maybe some of the characters in the Second Campaign are as well. But I know no one in the Into the Nentir Vale suspect the larger mystery.
Of course, each campaign has its own mysteries.
For the Order of the Platinum Dragon, it has been "what has happened to the Sun?" and then "who killed all the Sun Gods?" And now it is, or soon will be, "there is no way Lolth could do this on her own!"
For the Second Campaign, the mystery has been "why are all these 'gods' of the lizard and scally folk rising up?" A little less tangible, but it is getting them there.
And finally in Into the Nentir Vale it has been simply, "We know Orcus is rising as a power, but why?"
Clues in each one will add to the other. Overly complicated? Maybe. Fun? Definitely.
In fact, this is where my players came into it. Originally I saw the Second Campaign's big mover and shaker to be the Mind Flayers. THEY were going to be the ones behind the scenes. BUT as the game went on and it became more distinct from the Order of the Platinum Dragon game and more and more lizardfolk, nagas and Yuan-ti showed up the players began to weave this huge conspiracy theory around them. IT was so compelling and, really, so out there, that I had to reward them by altering my own plans to fit more of their elements.
I am NOT giving them everything, but I am giving them enough that their own enthusiasm is sending down a trail. The ending will remain the same, the mystery still comes to the same conclusion, but now we go about it on a different path.
Other little tidbits that keep coming up. On our "crazy board" above we still have listed "Where is Cynder". Cynder was an elven elemental fire wizard that just stopped going with the group. We totally forgot about her, well at least I did. Even though she was only one session of the Order of the Platinum Dragon, she will show up later in Into the Nentir Vale and maybe the Second Campaign.
There is something to her, I just don't know what yet!
Another hook I was going to use was the Ranger Elmo from T1. He was going to show up in the Abyss when the Order got there (at Gen Con), but the players never really engaged with the guy. HOWEVER they did engage a lot with this random elf woman that had been following them since the A Series. They again decided she had to be important even if originally each of those encounters were with different elves. My players decided she was the same person each time and figured she knew something. A few quick jots in my notebook and Evelyn, the Princess Escalla was born! She was an Elven Ranger/Enchanter and was key to the Elven resistance movement in the Underdark.
It has been a glorious set of mysteries and neither the characters nor the players have figured out the ultimate mystery. That Tharizdûn, through Asmodeus, is manipulating the demons to get what he wants; his resurrection and freedom from his cage.
It's going to be great.
I think everyone loves a good mystery, especially in their RPGs.
Building a true sense of mystery though requires work and the subtle use of clues, hints, rumors, and innuendos. I have found, more times than not, the best way to it is to involve the players right away.
Not in the way of getting them all to pitch in in some shared Game Mastering role. That certainly works for some games, but not all. No by this I mean take their speculations and let them run away with them.
Here are some examples.
In my Come Endless Darkness 5e campaign, I am spreading te greater mystery over three different campaigns. No one set of characters or players has the full picture. At least not until I get them (or what's left of them) in a room once they reach 18th level or so. The mystery right now is so vague as to not even be there. Yet. Some of the players in the Order of the Platinum Dragon game are beginning to suspect. Maybe some of the characters in the Second Campaign are as well. But I know no one in the Into the Nentir Vale suspect the larger mystery.
Of course, each campaign has its own mysteries.
For the Order of the Platinum Dragon, it has been "what has happened to the Sun?" and then "who killed all the Sun Gods?" And now it is, or soon will be, "there is no way Lolth could do this on her own!"
For the Second Campaign, the mystery has been "why are all these 'gods' of the lizard and scally folk rising up?" A little less tangible, but it is getting them there.
And finally in Into the Nentir Vale it has been simply, "We know Orcus is rising as a power, but why?"
Clues in each one will add to the other. Overly complicated? Maybe. Fun? Definitely.
In fact, this is where my players came into it. Originally I saw the Second Campaign's big mover and shaker to be the Mind Flayers. THEY were going to be the ones behind the scenes. BUT as the game went on and it became more distinct from the Order of the Platinum Dragon game and more and more lizardfolk, nagas and Yuan-ti showed up the players began to weave this huge conspiracy theory around them. IT was so compelling and, really, so out there, that I had to reward them by altering my own plans to fit more of their elements.
I am NOT giving them everything, but I am giving them enough that their own enthusiasm is sending down a trail. The ending will remain the same, the mystery still comes to the same conclusion, but now we go about it on a different path.
Other little tidbits that keep coming up. On our "crazy board" above we still have listed "Where is Cynder". Cynder was an elven elemental fire wizard that just stopped going with the group. We totally forgot about her, well at least I did. Even though she was only one session of the Order of the Platinum Dragon, she will show up later in Into the Nentir Vale and maybe the Second Campaign.
There is something to her, I just don't know what yet!
Another hook I was going to use was the Ranger Elmo from T1. He was going to show up in the Abyss when the Order got there (at Gen Con), but the players never really engaged with the guy. HOWEVER they did engage a lot with this random elf woman that had been following them since the A Series. They again decided she had to be important even if originally each of those encounters were with different elves. My players decided she was the same person each time and figured she knew something. A few quick jots in my notebook and Evelyn, the Princess Escalla was born! She was an Elven Ranger/Enchanter and was key to the Elven resistance movement in the Underdark.
It has been a glorious set of mysteries and neither the characters nor the players have figured out the ultimate mystery. That Tharizdûn, through Asmodeus, is manipulating the demons to get what he wants; his resurrection and freedom from his cage.
It's going to be great.
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