It's been some time since my first Group Template post, and we've had a bit more experience with their use. I've watched us use them well, and watched us use them badly. In this post, I hope to provide a few additional words of advice on how to use this awesome tool.
It seems only fitting that I eulogize my first-ever D&D character today, on a Tuesday, given that he appeared in my infamous Tuesday games with Aaron many moons ag0. Ashram Ket was a Druid, and my only character I ever played in AD&D 2nd Edition. It's been a while since his demise, so I had to look over my original notes, sketches, and character sheet to remind myself of some details. Much like Chase's memorable moment experiment demonstrated, however, some things were right there at the surface.
"Steal This Idea" is an ongoing series in which an element from the media is examined for use in games. These articles will provide a basic description of the scene in which the element occurs as necessary to introduce the idea for gaming, and hooks to use that idea in various kinds of RPGs. We will always reference the title of the media in the article headline, so you can skip posts if you're worried about spoilers.
Watching Supernatural, a paranormal investigation/occult drama series about two brothers who reunite to hunt things that go bump in the night, is a guilt pleasure for my wife and me. I won't even pretend that the similarities to The X-Files or the Ghost Hunters-style quasi-religious explanations are what attract me to the show... I'm in it for the monsters. Ridicule me all you want, but my diligent viewership of the show recently netted me a treasure that is begging to be used in a game.
Just over a year ago, some like-minded nerds and I (who just happen to be good friends) decided to experiment with our own blog about our unifying passion: gaming. It didn't take long for Intwischa.com to be born after that. If you look at the banner on this site, you'll notice the tag line "Celebrating the finer attributes of gaming". The people I game with are the finest attribute of any role-playing experience I've had, and today happens to be one of their birthdays! So today, some of the other Intwischa staffers have contributed their stories celebrating Chase in honor of his day. Feel free to add your stories or well-wishes in the Comments!
Hope felt like an unaffordable luxury in this abandoned city plagued by undead. Geech, an unlikely warrior of the faith, truly questioned his commitment to nonviolence as he and his allies darted through the shadows of the city, seeking out the necromancer who animated all of these foul creatures.
Still, hope was something to hold on to. Geech repeated this to himself even as his allies picked off the skeletons and ghouls who rushed from dark alleys or threw themselves through broken windows to do battle with the party. He aided his compatriots with spells to lift their spirits, heal their wounds, and hold the forces of darkness at bay. And at last came the necromancer, wielding a black sword and throwing fell bolts of eldritch energy at Geech's allies.
After the battle, Fate gave Geech a tempting opportunity. His allies lay unconscious about him, having succumbed to the many wounds and spiritual attacks. Geech's magic protected them from death, however, and the undead had fallen to dust when the necromancer himself gave in to his wounds. Geech alone remained on his feet, and knew that with one thrust of the discarded black sword he could put a stop to the evil of the necromancer. But this is what he had trained for, he reminded himself. This was the truest test of his values.
With trembling hands, Geech removed a copper coronet from his pack and placed it upon his own head. He moved toward his foe, and prayed for his wounds to be healed. As the necromancer got to his feet, Geech healed the wounds of his allies, who were startled to see the vile mage on his feet. When one moved to attack, Geech restrained him. "Do not fear. Our friend now understands the path of peace just as I do. He will do no more harm."
Here are (rolling: 3+3=6) six pieces of headgear for your paladin, cleric, hospitaler, or other holy warrior to protect their head with as they fight the forces of the fallen. As with other items or benefits in the 2d4 series, I'm most interested in offering artifacts that provide unique twists to the story rather than a "plus bajillion vorpal sword of game-ruiningness." If these don't fit your campaign, feel free to limit/modify them so that they do (for instance, make effects "encounter powers" for D&D4E, or require a fate point to activate this in FATE, etc...)
Charlie's recent post, outlining his character's apocalyptic plans for my current Cabin Trip campaign, certainly got my attention. His plain statement of his intentions for his character, other PCs, and the campaign itself initially seemed to me like a secret he probably should've kept under wraps. What better way to draw the ire of the group or the scorn of the game master than to declare your intentions to compel certain events to transpire, even if it means the death of another PC? Of course, I quickly realized that while the actions he described seem to be going against the party's best interests Charlie himself was simply soliciting some teamwork in telling an epic tale. Other Intwischa colleagues have made that point before; a secret shared isn't necessarily a secret wasted.
In fact, the approach is pretty ingenious. What if you could read the first 10 chapters of a book, then tell the author how you want to see it end? As role players, we've got nothing to lose and everything to gain by telling the game master what we want to see happen in our games. Most players have no qualms about mentioning an enchanted weapon they'd like to find or a mechanical need they need filled (healing, hit points, ammo, etc.). Why be shy about what you'd like to see included in the story? Likewise, not all the elements of a GM's story need to be jealously guarded from the players. After all, role-playing is a collaborative process. The story gets even richer and more intriguing when everyone's on the same page.
Sometimes, when I'm interested in learning more about a game system before I buy it, I'll check out "Actual Play" podcasts. These, as you might have guessed, are recordings of people playing the RPG in question. One of my favorite sites for these is rpgmp3.com. In fact, it was one of their community podcasts, that cemented my interest in Houses of the Blooded.
Recently, I was listening to their "GURPS: A Jolly Proper Adventure" series. In this one, Hal and the crew are using the GURPS system to play through a steampunk adventure set in Victorian England. It was Session 02 that caught my attention, because something happened that occurs very rarely in RPGs.
As Enyo Tanicus crouched in the rafters of the old village church, waiting to assassinate the village priest, he reflected that a man could get used to religion. He'd been there for three hours, and he'd counted 17 people who entered to give money for no reason at all, compared to only three destitute wretches who received money from the deacons. Having religion was easier than stealing a beggar's bowl from a blind man--something Enyo could say from experience.
Enyo continued to ruminate on this as he wrung the breath from the frail old priest a quarter of an hour later. He gleefully conceded that he could keep the best parts of his current job and make money as a priest! This realization changed his M.O. from using his short sword to using his hands: this priest's vestments would be a critical first step in his new career.
On the road out of town, he ran into some weary militiamen heading back from scouting the nearby forests. "Good day, Father," one said, as they both ducked their heads. Here was Enyo's first opportunity as a priest. "May I offer you a blessing?" he asked, as he fumbled through his pack looking for the right holy symbol for the situation.
Team Intwischa has another cabin trip coming up. This trip will present the post-penultimate (the way folks in academia say "last") adventure of "The Krystoran Quest for Purity"--an adventure in a Middle East-type setting featuring characters from a variety of castes. The quest has us searching for many things: personal redemption, a disgraced Sultan, and a mysterious and possibly mythical character from the nation of Krystoral's past.
My character, Zaim al Tahir, is a disgraced military general who can no longer appropriately be referred to as "middle-aged." Early on in this adventure, when the party was commissioned for the adventure, the characters were asked to select from among themselves one who would be a speaker for the party. It was clear that this role was significant--with no Sultan on the throne, the religious authority of Krystoral would recognize this person as a political authority. Zaim knew he didn't want to do it, but much of the rest of the party looked to him. Zaim did the only thing that felt right to him on something called "a quest for purity:" he nominated a slave named Timur (also a fellow PC) as speaker.
Since that (arguably wise) action, Zaim's view of Timur has changed. The former general is no longer content with solving a mystery or finding a new Sultan. He wants a savior, and he's decided Timur is the man for the job. He hasn't told Timur yet, and if he plays his cards right, he won't have to. Zaim just needs to make sure a good legend is crafted around the slave-king.
The recent case of Jerusalem Jax generated some discussion here at the Intwischa office. Not quite the lengthy philosophical debate that kicked off the White Crown quest, or our ongoing argument about who's the best Batman. However, Matt's response to that question of my greedy character's alignment really brought things into focus for me: Alignment may not actually exist.



