Fantasy Languages

Language has an important role in fantasy. In the video game Skyrim, the language of dragons produces powerful magic effects when spoken. In the Lord of the Rings stories, Gandalf repeatedly mentions that the ‘dark speech of Mordor’ should not be spoken, and when it is, it appears painful to hear.* In Judeo-christian mythology, the entire universe is created when god speaks; “and god said, let there be light: and there was light.” So why is it that we ignore language in fantasy RPGs? The most it is ever used for is a minor obstacle when a message or an NPC requires fluency in a certain language to understand.

As I’ve already mentioned in my analysis of the linguistics skill, learning languages by spending a skill point is stupid. Not only can it quickly lead to a character knowing an absolutely ludicrous number of languages (See: The Owlbear) but it doesn’t represent the proper amount of time investment for language learning. I’ve been pondering how this could be improved, and I think I’ve come up with something workable. Characters start play knowing their “basic languages.” These would be The Common Tongue, and any languages which the character should know based on their race and class. For a human fighter, the only basic language would be The Common Tongue. For a dwarven druid, the basic languages would include The Common Tongue, Dwarven, and Druidic. From there, the character may select a number of bonus languages equal to their intelligence modifier. These languages must be of the commonplace variety, but can be selected during gameplay rather than at character creation, if the GM is willing.

After selecting these first languages, players may learn additional tongues by investing time. They must purchase a book (which varies in price from 10gp for commonplace languages, to 10,000 gp for the rarest tongues), or be traveling with a companion willing to teach them. They must spend 8 hours every day in light activity, studying this language. If they are being taught by a companion, their companion must also spend this time in teaching the language, rather than in other tasks. After 35 days (equal to 1 game month for me), the character has successfully learned the language.

A character can learn a maximum number of languages equal to twice their intelligence modifier. So a character with a +4 intelligence modifier can learn up to 8 languages. Note that a character’s basic languages do count against this maximum. So a human fighter with 18 Int starts out knowing The Common Tongue, and 4 other languages based on their intelligence. After that, they may learn 3 additional languages for a total of 8. On the other hand, a dwarven druid with 18 intelligence starts out knowing The Common Tongue, Dwarven, and Druidic, as well as 4 other languages based on their intelligence. That’s a total of 7 languages, so the dwarf will only be able to learn 1 more after the fact. If a player wishes to learn more than their maximum number of languages, they may do so by taking the Polyglot feat, which allows characters to learn as many languages as they like.

Below is a list of languages organized by how common they are. I’ve included the 21 languages in the Pathfinder Core Rulebook, as well as a number of additional languages from other sources, and some of my own creation.

*While I have read LotR, it was more than half my life ago. Forgive me if my memories are more influenced by the films than the novels.


Commonplace

Commonplace languages are spoken openly by many people throughout the material plane. A textbook for learning a commonplace language would be available in most book stores, and could be purchased for 10-50gp. Note that The Common Tongue is not listed, as it is a universal language, not simply a commonplace one.

Dwarven Dwarven is filled with hard sounds, much like real world German or Russian. ‘Dwarven’ is a common tongue spoken by most dwarves. However, in a campaign world with different species of dwarf (Such as The Forgotten Realm’s Shield, Gold, and Gray dwarfs) each dwarf subspecies may have its own language, separate from the shared language of Dwarven. In such a case, each of the languages would be considered a Commonplace language. That includes the language of Gray dwarfs, since the mine-dwelling dwarven species are likely to encounter their Underdark dwelling cousins with some frequency.

Elven In contrast with Dwarven, Elven has very few hard sounds. Most words are composed of soft sounds, which flow one word to the next. The few words which do contain hard sounds are among the rudest words in the elven tongue. Elven is also the most expansive language, with a massive alphabet, and a lexicon which could contain the languages of several other species at once. Elves do not have multiple languages in campaign settings with more than one elven species. Wood elves, sun elves, high elves, etc. all speak a single unified language, though certain ways of phrasing things may be more common among one group than they are among another. The only exception to this is the Drow, whose tongue is a bastardization of Elven and Abyssal.

Gnomish Gnomish is a fast language. This often makes it difficult for non-native speakers to follow conversations between gnomes, even if they do know the language. It is also an extremely descriptive language, and it is not uncommon for a noun to be followed by a lengthy list of adjectives which–in most languages–would be considered excessive. Like elves, the gnomish language is universal among gnomes. This includes the Svirfneblin, or deep gnomes, who–despite being culturally quite different from their surface cousins–are none the less on amicable terms with the rest of their species.

Halfling Halfling sounds very similar to elven, and in fact is thought to be descended from that tongue. Most of its words, however, are not found within the expansive elven language. Halfling, more than any other language, incorporates words from many other languages as well. Dwarves, gnomes, and even orcs might occasionally recognize a random word within a sentence spoken in Halfling.

Gnoll Gnoll is a particularly difficult language for non-gnolls to speak. It is filled with many high pitched sounds, and a lot of bleating and yelping. Fortunately, it is also a very limited tongue, with a vocabulary of only a few thousand words.

Goblin Like Gnomish, the Goblin tongue is extremely fast paced. The chattering of Goblin often sounds comical, which belies how many synonyms they have for acts of violence. Goblins learn to speak it at a remarkably young age, and some anthropologists surmise that the language is actually instinctual for these creatures.

Orcish Orcish is a brusk, primitive language without artistry or style. Any of its subtlety comes from gestures made with the hands, head, or face. Note that these two are not considered separate languages, but a single language which combines vocal and gestural elements.

Giant The language of Giants sounds very similar to the Dwarven tongue, and in fact uses the same alphabet as Dwarven. The various types of Giant (Hill Giant, Stone Giant, Ice Giant, and so forth) have not quite developed their own sub languages. However, they do have very distinct dialects, which can take some time to grow accustomed to.

Gestural Languages Most cultures have developed gestural languages which are similar in style to their spoken languages. These have a twofold purpose: first, they allow those who are deaf and/or dumb to communicate. Second, they allow for silent communication during military action–though those who learn the language for its stealth applications normally have an extremely limited vocabulary. These languages include: Gestural Common, Gestural Elven, Gestural Dwarven, Gestural Halfling, Gestural Gnomish, and Gestural Giant. The other common species have not developed any detailed gestural languages, though that does not mean they are not capable of extremely basic gestural communication.


Uncommon

Like common languages, uncommon languages are mostly spoken by creatures on the material plane. However, most human and demi-human cultures will have had little to no contact with the creatures who speak these languages. As such, they can be difficult to learn. Textbooks for learning these languages are likely to be found only in universities, or the bookstores of large cities. Purchasing one will likely cost between 200 and 1000 gold pieces.

Aklo & Sylvan To someone who speaks neither Sylvan nor Aklo, the two languages might sound identical. Even non-native speakers sometimes fail to understand why a word from one language can’t be used while speaking the other. But to the creatures who speak these languages natively–the fey–the two tongues could not be more different. Speaking a word of Aklo within a Sylvan sentence is profoundly offensive, and vice-versa. It is also said that a plant which grows hearing the Sylvan language daily will flourish and grow strong, whilst a plant which grows hearing Aklo will become twisted and thorny. 

Aquan Primarily the tongue spoken by water based outsiders, Aquan is none the less ‘uncommon’ rather than ‘rare,’ because the many water dwelling peoples of the material plane (such as merfolk) speak it. Aquan is strange, in that it can be heard as easily through water as most languages can be heard through the air. Additionally, it has been found that speaking this language wets the mouth of the one speaking it, though one who does not understand the language cannot replicate this effect by speaking the same words. There are some tales of people surviving for weeks without water, sustaining their life by speaking Aquan aloud to themselves.

Auran Like Aquan, Auran is a tongue primarily spoken by air based outsiders. However, many flying creatures on the material plane also speak the language, and this allows it to be more commonly known than most outsider tongues. Most native speakers find it frustrating to converse with non-native speakers, since they often don’t have the lung capacity to speak Auran easily. As a result, they need to take a breath after almost every word, giving the impression that they’re constantly exhausted from physical stress. Despite that fact, those who speak the language actually find it much easier to breathe while speaking it–an ability which comes in handy when faced with poison gases, or low oxygen environments.

Draconic Though the language of dragons is spoken by Kobolds and might be thought to be common, the dialect which Kobolds speak is composed only of the simplest words, with no regards for grammar, and numerous mispronunciations. While this works fine for the Kobolds, true Draconic is a much rarer and much more complicated language. In order to speak it correctly, a creature as tiny as a human needs to almost constantly shout the words in order to create the proper volume and inflection.

Undercommon The common tongue of the underdark is most naturally spoken in low, quiet tones. In that deep place it serves the same purpose as The Common Tongue does on the surface world: it is a universal language, which is none the less distinct from the specific racial languages found there.

Ancient Common Many of the commonplace languages slowly evolve over time. While an individual’s life is too short for this gradual shift to matter, after countless generations it can be impossible to decipher a book written in a language you ostensibly speak. As such, many languages have an “ancient” counterpart which must be learned as a separate tongue. These include: Ancient Common, Ancient Dwarven, Ancient Gnomish, Ancient Halfling, and Ancient Giant. The Elven language is unique in that it does not evolve, save to occasionally add new words to its expansive lexicon.

Drow As mentioned above, the language of the drow is a bastardization of Elven and Abyssal. Unlike elven, the drow tongue does evolve over time, and ancient versions of it do exist. Though, the older an example of the drow language is, the more it resembles Abyssal words shoehorned into Elvish conjugation and grammar.

The Gravespeech Intelligent undead are imbued with knowledge of this tongue upon their reanimation. Many of its guttural sounds are difficult for a living creature to create, but learning the language is a coveted rite of passage for necromancers. Those who chant their necrotic spells in this tongue swear that their command of the undead is strengthened.


Rare

Most rare languages are not spoken by creatures native to the material plane. They are the languages of outsiders, and their words carry great power. A textbook for learning such a language will be difficult to obtain. Likely only a few exist in the world, and they will either be owned by wizards and kings, or guarded by fearsome monsters in a dungeon beneath the earth. Purchasing one would cost not less than 5,000 gold, and could be as expensive as 10,000 gold, or higher.

Abyssal Every word in the grammarless language of demons sounds horrible. Some are reminiscent of a retching cough, whilst others sound disturbingly like a wail of pain. Those who speak it often find themselves prone to acting irrationally for a time afterwords, and respond a little more spitefully to minor annoyances.

Celestial The language of the upper planes always feels good to speak for creatures of good alignment. There is no distinct sensation, but your breathing becomes a little deeper, and your mind a little clearer. By contrast, most evil creatures find it unpleasant to hear. Not quite as bad as nails on a chalkboard. It’s unlikely that the language could be used to detect evil folk by watching for people’s reactions

Ignan The language of fire based outsiders requires a rasping voice to pronounce correctly. Speaking it drys the mouth of the speaker, and prolonged speech can apparently begin to drain a body of its water reserves. It is not recommended to speak the language at length without a beverage nearby. Those who do speak it find themselves temporarily immune to natural fire damage for a few moments after speaking.

Infernal The grammar of Infernal is so strict and obtuse that it makes the language almost impossible to speak until you can speak it absolutely fluently. An incorrectly conjugated verb is enough to make an entire sentence completely indecipherable. And a small error in a lengthy conversation can completely change the meaning of something spoken twenty minutes earlier. The impenetrable nature of the language provides a new dimension to the old phrase “Devils always speak in contracts.”

Terran All of the words in Terran are extremely short. In fact, each of the letters in the Terran written language can also be used to spell a single-character word. The language does not lend itself to lengthy conversations, and is best used to facilitate brief exchanges of necessary information. Speaking the language makes the ground somewhat more welcoming of you. Those who speak it often mutter to themselves as they travel, and swear that their feet hurt much less at the end of the day because of it. Of course, this application is most useful when falling from a great distance, as it reduces the amount of fall damage taken by 1d6.

Treespeech & Seavoice When the trees rustle, and the waves crash, subtle words are being spoken by nature itself. No one, not even fey creatures, can actually learn to speak in either Treespeech or Seavoice. Both languages are created by forces far beyond the ability of a pair of lungs and a single larynx. However, after careful study and a great deal of listening, one can learn to understand what is being said. An astute listener can learn a great deal about who and what is nearby, and it is impossible to become lost when you understand the language of your environment. As a special requirement, both of these languages require a Wisdom score of 14 or higher to learn.


Secret

Secret languages are known only to a chosen few. Helping an outsider learn it, or writing a textbook on it, is a grave offense. Special conditions must be met in order to learn any of these languages.

Druidic Druidic is a known only to druids, and taught to them through communing with nature. Druidic spells with verbal components must be spoken in druidic, or they will not work.

Thieves’ Cant Spoken in the underbelly of society, Thieves’ Cant is a carefully guarded secret of those on the wrong side of the law. Teaching it to anyone on the ‘right’ side of the law is enough to get your throat slit.

Drow Sign Language Though many societies have gestural languages, as mentioned above, the gestural language of the drow is taught much more universally amongst their people. In the underdark, where many creatures hunt by sound rather than sight, the ability to pass messages silently is essential to survival. Given the violent nature of drow, even allowing an outsider to witness too much of the language might earn someone a violent execution from their superiors.

Language of the Church Historically, the official language of the catholic church is Latin, despite the fact that the language has been dead for the majority of the church’s history. Using a language known only to educated members of society allowed the church to create a veil of secrecy between the clergy and the lay people. No one can question how certain teachings were derived from sacred texts if only the clerics can read the sacred texts. Many, or even all churches in a fantasy world might have secret languages of their own. They need not be a method of deception either; a goodly church may simply wish to keep its secrets safe from those who would exploit them.


Unknowable

There are some languages which simply cannot be learned. Hearing them puts a mortal in danger of losing their sanity, and speaking them threatens a mortal’s very existence.

The Dark Speech The true name of The Dark Speech is not known, and if it was, it could not be shared. It is the language spoken when the evil gods gather to converse–not even their mightiest servants are fluent in it. Most mortals would immediately die if they attempted to utter even a word in this depraved tongue. In some cases, however, the most powerful individuals can learn to speak a one or two words of The Dark Speech. They none the less suffer terrible pain from doing so, but the destruction their utterance can cause is sometimes worth the pain.

The Words of Creation The Ineffable Language of the Logos has been mentioned before. Even the most powerful gods cannot speak this language fluently. Instead, they utter only a few key phrases at a time, like a wizard invoking a spell’s trigger. A single word can rearrange the multiverse, or un-make a man.

Dissection of Pathfinder's Monster Entries

One of the frequent criticisms of Dungeons and Dragons 3.0 is that it made monsters too complicated. It’s a criticism which D&D 3.5 and Pathfinder both inherited, and its one that I’ve offered some defense against in the past. However, having created several monsters of my own by now, I find that my resolve in this matter is weakening. When I’m preparing for a game, and I need unique monsters, I don’t employ an elaborate series of rules for constructing the statblock. I take my concept, write down any information which I think will be relevant to play, and that’s that. The whole process takes 5 minutes. Maybe 15 if the monster is particularly complicated, or I’m being fiddly with the mechanics.

The only time I’ve ever actually followed the rules for creating monsters is when I was preparing that monster to be posted on Papers & Pencils. That’s a total of four times in my entire GMing career: The Corpse Sewn Hekatonkheires, the Bloody Avenger, the Draugr, and the three spiders I ganked from Telecanter. Every time it was a pain in the ass which lasted at least an hour, more often two. And what, precisely do I have to show for it? Do those monsters I created according to the official rules function more elegantly? Are they balanced better? Would players even notice a difference between a creature created in 15 minutes, and one created in two hours using the official rules?

No.

If the answer to any of the above questions was ‘yes,’ would it justify the extra time investment?

No.

Functionally, there’s very little difference between a monster  I quickly jot down, and a monster I laboriously construct using the rules. Aside from the “statistics” block of information, all the same stuff is there. What else could you even conceivably remove? In combat you need to know a creature’s defenses and offenses. Ecology might not be strictly necessary, but it has a lot of value to GMs, and takes no real time to create. The reason the official monster creation method wastes so much time is not because of the volume of information it creates, it’s because of the ridiculously precise methodology it calls for. Every monster needs to have a certain amount of HD, and based on that can have a certain number of feats and skills.The monster’s statistics, HP, AC, saving throws, attack and damage rolls, all of it needs to be cross referenced with the desired CR of the creature, and anything that is raised requires something else to be lowered in response.

Ostensibly, the hope is that all of this will help GMs predict the how challenging a monster will be. Once the process is complete, you should theoretically be able to calculate a monster’s Challenge Rating, and know what level of adventurer it is appropriate for. Following the rules will ensure you don’t create a monster so overpowered that your players get murdered, and you won’t create a monster so underpowered that your players get bored.

For the moment, I’m going to set aside the question of whether or not a GM should even try to create “appropriate” challenges. For myself, I prefer that my players learn to run away now and again. If they never face a battle which is beyond them, then they’ll never be forced to look beyond combat for solutions. However, I can understand and appreciate the desire to have some kind of measuring stick for the level of challenge an encounter will present.

The problem is that after all the work this system puts us through to ‘calculate’ a monster’s challenge rating, it doesn’t even work. It doesn’t work because there’s no meaningful way to take a monster’s Special Abilities and Qualities into account when you’re trying to calculate CR. There’s not even a quarter of a page in the “Monster Creation” section of the bestiary devoted to the topic, and it’s the most important one. Pick up your bestiary, flip to any monster in the book. If that monster has a CR higher than 1, a guarantee you that the most important part of the statblock is the special abilities. Of course it is! If not for special abilities, then a monster is nothing more than a pile of calculations about how hard the monster hits, and how hard it is to kill. If monsters didn’t have special abilities, then there would hardly be any point to having a Bestiary at all.

I am not making the argument that Pathfinder needs a better system for determining how special abilities influence a monster’s CR. Special abilities often bend the rules, or create entirely new mechanics. They are far too varied for any system to properly take them into account, and any system which tried would be even more complicated than the one Pathfinder already uses. The argument I am making is that the official monster creation rules don’t even succeed at the one task they’re supposedly good for: accurately estimating a monster’s CR. And even if they were, it still wouldn’t be worth the time.

Then there’s the “statistics” block. Here you’ll find information on the monster’s six base abilities, it’s base attack bonus, it’s CMB and CMD, the feats it has, the skills it has along with any racial modifiers, and the languages it speaks. I confess that I find most of this to be at least marginally useful. Certainly it is essential to know the combat maneuver scores of anything the players might fight. And even if I don’t need to know the bonus that a Couatl has to its survival check, I can accept that others do. But what is gained by meticulously calculating how many skill points each of these creatures receives per hit die? Is it imperative that each monster can be reverse engineered, just so others can have the satisfaction of discovering that there was indeed an internal logic at play? I remember that after I had finished with the Corpse Sewn Hekatonkheires, I realized that I had forgotten to add feats. I then felt forced to search for ways to empower a monster which I knew was already powerful enough to suit my needs.

So what’s the solution? To be frank, I don’t have one right now. As I mentioned above, I see the value in challenge rating. It provides a measuring stick, and its never bad for a GM to have a fuller understanding of how something will impact their game. But I don’t think that measuring stick is worth the eternity required to achieve even the most uncertain result. For now, I’ll resign myself to making estimates about a creature’s abilities. Perhaps at some point in the future I’ll come up with and post a new system. But, for now, I think it’s simply important to acknowledge that the current system is bad. It is broken, and should not be used.

The Wide-Swing Dilemma

My party’s cleric wields a large, two-handed warhammer. It’s not a weapon which appears in any of the Pathfinder books I’ve read, but I include it in my games as a piece of standard equipment because they are awesome. In our last game session, the party was ambushed by a number of animated goblin skeletons while they were exploring the base of a giant statue. As monsters go, skeletons are not particularly deadly. But they were numerous, and none of the players had ever encountered a creature with damage reduction before. The party’s ranger was none too pleased when his arrow simply clattered through the undead’s ribcage without dealing damage.

Once I explained how damage reduction worked to my party, they figured out that the cleric’s warhammer, as a bludgeoning weapon, was able to overcome this defense. The barbarian cleverly responded by finding the largest rock she could, hefting it, and waddling around the battlefield smashing skeletons to pieces. The rogue and ranger did the best they could, but found that their piecing and slashing weapons weren’t up to the task. They encouraged the cleric to take the forefront in the battle, since her weapon was ideally suited to the fight. She did, and eventually ended up in this position:

I know, my battlemat is out of scale with the miniature base. I need to do something about that eventually.

Anyway, when the player found herself in this position, she told me she wanted to try and attack all three of the skeletal goblins in a single horizontal swing. I couldn’t think of a single diegetic reason why she wouldn’t be able to attempt this. I made a quick ruling at the table, and told her that she would be able to attempt it as a full action, but that each attack would be made at a cumulative -2 penalty. So her attack on the first goblin in her arc would be at a -2 penalty, the center goblin would be at a -4 penalty, and the final goblin would be attacked at a -6 penalty. This seemed like a reasonable penalty to me, and I had the player roll her attack dice.

As it turned out, none of her attacks landed, nor did any of her attacks land on her next turn when she tried the same tactic again. The penalties didn’t even come into play, she never rolled above a 10. Bad luck, but the party prevailed, and continued on with their adventure. But the encounter stuck with me throughout the rest of the evening, and I’ve continued to ponder it ever since. My ruling ‘steps on the toes’ of two mechanics built into the Pathfinder game: multiple attacks from a high base attack bonus, and Cleave/Great Cleave feats.

If you’ve played Pathfinder, or D&D 3.x, you’re familiar with these rules. Each class has a base attack bonus which rises as the character goes up in level, and this bonus is added to most types of physical attack that the character will make. Once the creature’s BAB gets high enough, they gain secondary, tertiary, and even quaternary bonuses which are lower (-5, -10, and -15 lower) than their full BAB. As a full action, the character can make multiple attacks per round using progressively lower bonuses. But while a character must be at least level 11 to gain three attacks with their BAB, my table ruling allowed a 2nd level character to attempt three attacks. And she did it at a -2, -4, -6 penalty, rather than a -0, -5, -10 penalty. A net bonus over the official way of doing things.

Gaining iterative attacks from base attack bonus does have a few benefits which I would not have allowed the cleric, had she asked. For example, a character attempting multiple attacks using their BAB is allowed to choose the order in which they attack their foes, can take a 5ft step in between attacks, and can even decide whether or not they want to continue attacking, or take a move action instead, after the first of their attacks. None of these should be possible if all of the attacks are made in a single fluid motion. But nor would they seem to make up for the fact that my cleric was able to access an ability which (according to the rules) was far beyond her ability.

The second rule I stepped on the toes of, the cleave and greater cleave feats, serve a similar function. If a character with the cleave feat successfully deals damage to one foe, then that character may make a second attack (at their full BAB) against another adjacent enemy. The greater cleave feat works the same way, it simply allows the player to continue making new attacks against adjacent enemies so long as the chain of successful attacks remains unbroken. Both feats subject the player to a -2 AC penalty for a round after use.

My player did not have the benefit of being able to use her full BAB on each attack, as the cleave feat allows players to do. But she also did not suffer a -2 penalty to AC, nor did she need to successfully deal damage to the first enemy in order to attack the second, or the third. And, on top of that, she didn’t need to take 3 feats (Power Attack > Cleave > Great Cleave) to make the attempt in the first place. Once again, it seems that my table ruling gave the player more a net bonus over the official rules.

Despite my ruling interfering with two official rules, I can’t help but feel that I acted correctly. I still cannot see a single diegetic reason why Gibbous the cleric would not be able to attack all three of the closing skeletons with a single horizontal swing. And while I’m sure the rules could be debated forever, I don’t particularly care. Combat balance is not sacrosanct. Player Agency is.

None the less, I am left with a few thoughts on how to improve my game in the future.

  • If a player attempts this tactic again, I think they should take a -2 penalty to AC for being off balance. I think it makes a lot of sense that a player who attempts a really wild attack wouldn’t be able to block attacks as effectively.
  • If a player attempts this tactic again, a slightly more harsh penalty might be appropriate. A -3 cumulative penalty, instead of a -2, should be sufficient.
  • Players with high base attack bonuses can make iterative attacks as a standard action, rather than a full action. This is a house rule that my twitter friend Rilgon first pointed out to me, and I’ve thought it sounded like a good idea for awhile now.
  • I long ago abolished the Power Attack feat from my games, because it falls prey to my problem with feats. I now think I’ll remove the Cleave feat for the same reason. Great Cleave can remain, as a means of allowing players to overcome the cumulative attack penalty, but only if they hit each time. After that the penalty stacks for each attack they miss.

I’m curious how other GMs would have handled this situation. Personally, it’s just edged me closer to the day when I build my own tabletop role playing system, with blackjack and hookers.

Introducing New Characters to Your Campaign Milieu

Introducing a new character to an ongoing campaign is always a challenge for me. Maybe it’s because I place too much emphasis on making the game world coherent. I suppose if I wanted, there would be no real problem with introducing new players the same way videos games do when you plug in a new controller. “Player 2 has joined the game.” I don’t actually know if it would bother my players to have new characters suddenly appear as if placed there by the gods. For me it would be jarring; I like the world to feel consistent. I’m curious to know how other GMs handle this.

There are two situations when a GM is typically faced with integrating a new character into the game. Either a new player has joined the game, or a regular player’s character has died and a new one must be introduced.

On the one hand, I don’t think characters should simply appear. Adventurers wandering through a desert should not suddenly find themselves with a new companion by their side. There should be some “in-game” explanation for the character’s appearance, and for the character deciding to join the adventurers. Players wandering through a desert might find their new companion unconscious and dehydrated. Once the party saved the new arrival’s life, the new character could join the party out of gratitude. One of my time honored methods of introducing new characters is to have them enter the game as henchpeople of NPC quest givers. The NPC sends their trusted servant along to ensure success, and once the adventure is over, the character can choose to stay with the party if they please.

On the other hand, players should not be left sitting on their hands while they wait for the rest of the party to find them. They’ve come to your game table to play a game, not watch helplessly as others do so. This is particularly true for new players. Most players will approach a new group with justified trepidation. We’ve all heard horror stories about terrible GMs. Making a new player sit around for fifteen or twenty minutes doing nothing is a good way to end up as one of the subjects of those horror stories yourself.

So, introducing a new character is a balancing act between maintaining a logical world, and keeping players engaged in the game.

Within my last three gaming sessions, I’ve had to introduce two new players into my established gaming group. The first player entered the game just as the party was starting a new adventure. The party had ended the previous session by returning to a lone wizard’s tower with the magical reagent he had asked them to find. They accepted his offer to rest and resupply there, and in the morning as our next session began, he offered them a new quest. He needed a relic retrieved from the depths of a far off dungeon. In travelling there, the party would pass through a small human settlement, and I thought that would be the best place for them to encounter the new half elven rogue who had joined the group. I could even have the wizard tell them that they’d need to hire somebody who could to pick locks when they passed through the town.

Unfortunately, it would take about an hour of gameplay to reach the town, so that was right out. Lacking any better ideas, I simply had the wizard introduce the rogue as “an associate who also recently returned from performing a task for me.” He said the rogue would be helpful, and poof. The party was formed.

I only now find myself thinking that perhaps the game might have been improved by running two concurrent adventures. One where the party was journeying to that town, and another where the rogue player was going through a brief solo adventure in the town. I could switch back and forth between the two parties each ‘day’ of game time. That may be something I need to try in the future.

The very next session, we had another new player join the game. This one was a gnome barbarian, which was a particular challenge. The previous session had ended in a dungeon which, for unrelated reasons, had been magically warded to prevent gnomes from entering it. I wassn’t quite sure how I wanted to handle the issue, because I had gone to great lengths in the previous session to establish that even gnomes of great wealth and power had been unable to find a way to enter. It seemed ridiculous that a level 1 barbarian should be able to make it.

Fortunately, the players had already discovered a room filled with gnomish statues, and confirmed that those statues were actually real gnomes who had been turned to stone. Before the game started, I gave the new player a little background: she was a warrior who had fought beside the gnomish King Teleron against an army of Giants, Ogres, and Orcs. In the battle of Stonefist Peak, she had been magically turned to stone, and she’d spent the last 200 years as a statue.

I thought this was a really elegant solution, but again I was faced with the problem of potentially forcing her to sit the game out while the rest of the party tried to figure out how to break her curse. My original plan had been to make freeing those gnomes a potential long-term goal for the characters, but now I needed a way to do it immediately. So, when the game started, I had the players find a scrap of paper at the bottom of a treasure chest (which they had looted just before we ended the last game) which came from the diary of one of the dungeon’s prisoners. The prisoner’s diary explained that Demon’s Blood (which the players already had on hand) could be used to reverse the spell. They poured the blood on one of the statues, and the new player’s gnome did a happy little flip and shouted “ta da!”

The way I introduced that second character was somewhat more elegant than the way I introduced the first. None the less I had to fudge some stuff around to make it work: finding the diary which wasn’t there before, whichever statue they had poured the blood on would have been the correct character, etc.

How do you handle introducing new characters to your game?

The Fun of Character Death

“Obvious” is a tricky concept, because most of the time it’s not actually obvious. Some facts which are obvious to one person may only seem that way because that person is surrounded by people who take that fact for granted. And that obvious fact may not even be true! For many subjects, it’s not too difficult to find two people who hold mutually exclusive viewpoints to be obviously true. We really shouldn’t be so hasty to name something “obvious.”

Due to this, it is often helpful to state that which may seem obvious in a clear and descriptive manner. Maybe I’m wasting time, but I have a feeling that this is not as well understood as it ought to be. So here we go:

The more time a player has invested in their character, the less fun it will be if that character dies.

There are some rare exceptions to this rule, but it remains largely true for any manner of time investment. We Pathfinder GMs are at something of a disadvantage. At my best, I can help a first time player through the process of creating a level 1 character in about 40 minutes. And, generally speaking, the task is viewed by a new player as something of a chore. They may come to find it much more entertaining once they begin to understand the system better, but that comes later, if at all.

The result is that, in a game like Pathfinder, there’s no way for a GM to handle character death in the first session without significant frustration on the player’s part. After spending 40 minutes or more on a character, players are not going to want to trudge through the creation process a second time just because they failed to check for pit traps. And if you’re playing with first-timers, then they’re probably going to fail to check for pit traps more than once.

When I’m running a Pathfinder game, I handle this in two ways. First, I try never to run a game composed entirely of new people. I try to find at least one veteran of my game table to sit in and provide an example of skillful play. Second, during a new player’s first few sessions, I bend the rules, and give them advice in an attempt to show them how they can best survive. But that can’t last forever. It can’t even last very long, lest players start to think they can rely on the GM for advice. And even before I do stop giving advice, it’s important to allow the players to suffer the consequences of their mistakes.

The game is no fun if there is no danger of character death.

That’s slightly more controversial, but I hold it to be no less true than the statement above. If a player’s decisions lead to their demise, then a good GM will not protect them from their fate. The fact that a player has invested enough time in a character for that character’s death to be upsetting is not a justification for allowing PCs to cheat death. In doing so, we rob the game of its danger, and without the chance of failure, it ceases to be a game.

Games with shorter character creation methods are not immune to this problem. If it only takes 5 or 10 minutes to create a character, then players won’t be too upset if their character dies in the first session of play. They probably won’t be too upset if their character dies in the second session of play, or the third. Once they reach level 2, though, they’re going to be a little more upset if they die. And as they progress through the levels, it will become more and more disheartening to lose a character. It doesn’t matter if the GM allows them to come back into the game with a new character of equal level. Losing a character you care about is never going to be fun.

I don’t bring this up because I think it’s a problem which needs to be solved. I don’t even think it really can be solved. On the one hand you have you player’s desire for their character to survive the game, on the other hand you have the entertainment value your players get from surviving a world which is legitimately deadly. You can play with the balance all you like by making characters more resilient, increasing or decreasing the availability of resurrections, or whatever. But in my experience, players are the most interested in the game when they’re coming face to face with their character’s own mortality.

I guess I don’t really have a point to make with this post, so much as I wanted to put those thoughts down somewhere.

A Twist on Race as Class

As you may or may not be aware, some games use a system of race selection commonly called “race as class.” It’s primarily found in older games, or “retro clones,” which attempt to capture the spirit of older games. The basic concept is that some or all races (normally excluding humans) are both a race and a class combined. A player might select a human fighter, or a human wizard, but if they choose an elf, then they’re just an elf. Elves grow in power as they gain experience points and levels, just as a normal class would, but they can’t be elven fighters/clerics/rogues. It’s an idea which has fallen out of style in recent decades, and I think the hobby is better for it. There are those who disagree, and they have some very compelling arguments. It’s just not for me.

As glad as I am that race and class are now thoroughly divided concepts within gaming, it has come at a cost: racial distinction. When a human and an elf have completely different leveling progressions, it’s hard from them to be more distinct from one another. They are completely different. But when humans and elves are racial choices in a game where most of a character’s abilities and flavor will be defined by their class, racial distinction can be lost. Or, to put it another way, the elves can become “humans in funny hats.” This problem has only become more pronounced since the elimination of a “maximum level” for certain race/class combinations. I’m not saying I want those to come back either, I’m just saying we need to recognize the problems which these changes have created.

Throughout the third edition of Dungeons and Dragons, the choice of which race to play was almost irrelevant. A fighter was a fighter, regardless of whether it was an elf, a dwarf, or even a halfling. There’s no doubt that each race came with some sweet benefits. Getting 2 feats at first level when you played a human was amazing, but after first level the choice of being a human lost any kind of relevance. Rather than being a defining feature, a character’s race essentially became a very powerful feat which can only be taken at 1st level. Paizo attempted to address this problem in Pathfinder, and they succeeded somewhat. Essentially they made race into a much more powerful feat. One which has a more dramatic effect on a character than before. This isn’t terrible, but it’s certainly inelegant.

And when designing a set of rules which, ideally, people will largely be able to memorize; elegance is key.

I’ve felt this way about races for some time, but I’ve never applied much thought to it. My thought has always been that race works better as a role playing element than as a mechanical element. But that does no justice to the concept of having races with different anatomies and abilities than humans have. The whole idea is for each race to be fantastical and unique; to be so different from humans that it can be difficult to find common ground. Dwarfs are more than Scottish accents and beer, and elves are more than nature loving know-it-alls. Choosing your race should have a powerful impact on your character’s abilities, flavor and progression!

Which brings me, finally, to my idea: what if the racial entries were simplified to the bare minimum, and each class progressed differently based on the character’s race?

Talking specifically about Pathfinder here, what if the 7 core races were boiled down to elements which would be universal to members of that race? For example, all humans are medium creatures, have a base land speed of 30ft, and that’s it. Everything else in the race entry is just fluff: descriptions of human appearance, what their society is like, etc. Other races might have an extra doo-dad or two, such as darkvision. But the racial entries themselves wouldn’t have bonuses or penalties to base ability scores, or other miscellaneous talents. Instead, all of that stuff would be moved to the class entries.

Each of the 9 class entries would have 7 small tables which detailed how the core races progressed through those classes. There would be, perhaps 5-10 levels where the character would gain racial abilities in addition to their class abilities, and those racial abilities would be unique to each class. An elven ranger, for example, could gain the ability to see great distances, whilst elven wizards and sorcerers would gain a +2 on their ability to overcome spell resistance. (“Logolys, what do your elf eyes see?” “I don’t know, I’m a Wizard!”) In essence, race and class are re-combined. But instead of the races being classes unto themselves, they modify whichever class they’re connected to. A player with an elven druid might be playing a very different class from a player with a dwarven druid.

This sounds complicated, I know. But consider this: in Pathfinder’s current form, racial entries contain a great deal of relevant information. Dwarfs get a +4 dodge bonus to AC against giants, Half Orcs can fight for one more round after they hit 0 HP, and gnomes get frickin’ spells if their charisma is high enough. These are the kinds of things which will almost never be written down on a player’s character sheet unless they anticipate needing to know it. That means that if they ever do need it, they’ll need to look it up in the book. This system condenses both racial and class abilities into a single, easily book-markable entry.

Still not convinced? What if I point out that Pathfinder is already doing something essentially like this? If you’ve ever picked up the Pathfinder Advanced Player’s Guide, you’ve probably seen the Class Archetypes. They’re on page 72 if you haven’t. Instead of having eleventy-billion poorly balanced prestige & base classes like 3.5 did, Pathfinder offers “alternate versions” of the 9 core classes, which replace certain abilities with others. In this way you can take a Rogue (as an example) and turn them into a Scout, or a Swashbuckler, or a Spy. My twist on “Race as Class” wouldn’t be any more complicated than this. The only difference is that instead of substitute abilities, racial selection would grant additional abilities.

Is there any game out there doing something like this? I know many of my readers are familiar with RPGs I’ve never even heard of, so let me know if I’m just re-wording a system which is already present in “Lords of the Twisty Tunnels,” or “Chop & Kick Kings.”

Twittertop RPG

I’m pretty active on Twitter. For the longest time I thought a 140 character blog was the dumbest idea ever. After some odd circumstances led me to join it, though, I discovered that it’s less of a blogging service, and more of a giant instant messenger conversation. And while I’m not a huge fan of the kind of self-centric social media which prompts people to write about every mundane event occurring in their lives, I am quite fond of finding new ways to connect with people. I’ve made a number of friends on twitter. Several of whom I would even call very close friends!

One of my Twitter friends is a Scottish kid named @Mocharaid. He’s been a supporter of my writing ever since I first started Comma, Blank_, and often served as a source of encouragement for me in those first few months when my readership was much smaller. He’s never played a tabletop RPG himself, and often pesters me to run one for him. Its become something of a joke between us, but I know he’s really quite anxious to give this type of gaming a try. So the other night, when he was taunting me about how the Teenage Mutant Ninja Turtles are going to be aliens in the next film, I asked him if he wanted me to GM for him. My intent was to crush him with falling rocks the moment he accepted, but then I got to thinking: just how hard wo0uld it be to run a tabletop role playing game on Twitter?

Two or three hours of typing later, I had produced this. It’s completely unrefined, and hasn’t been through a single playtest yet, but I think it could prove fun.

TWITTERTOP RPG

By @LS_GM

Twittertop RPG is a simple adventure role playing game–like Dungeons & Dragons, or Pathfinder, designed to be played on Twitter. Given the extreme limitations of tweets (140 characters) the game is minimalistic in the extreme. But don’t let that fool you into thinking the game lacks options. With a good Game Master, and spirited players, endless amounts of fun is possible.

The Primary Rule of Twittertop RPG is that all game-related actions must fit within a single 140 character tweet, and must begin by being directed at the GM. In my case, that would mean that all tweets relevant to a game session (excepting my own) must begin with “@LS_GM” which is 6 characters long, leaving 134 characters for any actions to be described.

CHARACTERS

Like everything in the game, the character sheet must fit within 140 characters, minus the GM’s name. They should be formatted thusly:

@GM’s_Name [Character Name],Class[Level]([Current Experience Points]);HP[# of max HP],AC[Current AC];ATK+[Attack Roll Modifer]/[# of Damage Points];[Profession];GP[# of gold](SP[Spells[# of times spell may be cast]])[Inventory]

Here is an example:

@LS_GM Magar,Mage0(4);HP2,AC6;ATK+0/1;Carpenter;GP100(SP:Fball3)ProtRing1

This is Magar, a level 0 Mage with 4 experience points. He can take 2 points of damage before death, and an enemy must roll a 6 or above to hurt him. When attacking physically, he does not get to add anything to his roll, and deals one point of damage. He was a carpenter, and has skills related to that field. He currently carries 100 gold pieces. He can cast the spell of Fireball 5 times, and wears a ring of protection +1 which increases his armor class–which is 6, but would normally be 5.

CLASSES

When beginning play, a player must select a class for their character. At level 0, the character gains all of the abilities listed under “First Level,” and “Each level.” At subsequent levels, characters gain only the abilities listed under “Each level.”

Warrior
First Level: +1 AC, +1 attack, can wear armor, attack roll of 10 is a crit.
Each Level: +8 HP, +2 dmg

Rogue
First Level: Can pick locks, can hide in shadows, can attack a distracted or unaware foe with +1 atk, and double damage, attack roll of 10 is a crit.
Each level: +4HP, +1 dmg

Mage
Each Level: +2 HP, can select one spell

Cleric
First Level: Can wear armor
Each Level: +6 HP, can select one spell

LEVELS

All characters start at level 0. The maximum level in Twittertop RPG is 9.

EXPERIENCE POINTS

Each time a character starts a new level, they begin with 0 experience points. As they overcome challenges, the Game Master will grant them experience points. When they recieve their 10th experience point, their level goes up, and their XP returns to 0. This means that experience points should always be represented by only a single digit.

HP

A character sheet always reflects that character’s current max amount of hit points, and their hit points return to max at the start of each new play session. Any time a character takes damage, their hit points will be reduced. If their hit points reach 0, the character is dead.

AC

AC stands for Armor Class. When a character is being attacked, their attacker must roll one 10 sided die, and add their ATK number. If the result equals or exceeds the target’s AC, then the attack is successful and damage is dealt. If the result is lower than the target’s AC, then the attack fails.

Base armor class is 5, and that number can be raised by class abilities, armor, or magic items.

ATTACK

The first number is your attack bonus. When you attempt to physically attack a creature, the GM will roll one 10 sided die, and add this number to see if your attack overcome’s the target’s Armor Class. The second number is the amount of damage the target takes if your attack is successful.

Characters begin play with +0/1, and these numbers are modified by the player’s class, and by any items they hold. A roll of 10 is always successful. For Warriors and Rogues, a roll of 10 also doubles their damage.

PROFESSION

Each character may have one simple profession. When the character attempts a to perform an action which has a chance of failure, and is not related to the character’s class, the GM should judge the effectiveness of the action based on the character’s profession. For example, if a character’s profession is Sailor, then they will be more successful in tying knots, navigating by the stars, or swimming. If a player so pleases, a non-human racial selection can be substituted for their profession, such as Dwarf, Elf, or Kobold. The selection of a profession or race has no effect on mechanics defined elsewhere in this document.

Some possible professions include: Carpenter, Bricklayer, Miner, Sailor, Scribe, Tailor, Blacksmith, Steward, Architect

GP

This is the character’s current gold. All characters start with 0 gold pieces, and may carry may carry up to 999 gold pieces, and use these gold pieces to purchase items.

SPELLS

Only Wizards and Clerics may learn spells. Since spells take up space on their character sheet, this reduces the amount of space which these classes have available for equipment in their inventory.

Both classes learn only one spell per level. The spell must be written on their character sheet the same way it is written here, followed by a number. The number indicates the number of times per day a spell may be cast. A spell may be selected multiple times to increase the number of times per day it can be cast. The first time a spell is selected it may be cast 3 times, the second time it is selected it may be cast 6 times, and the thired time it is selected it may be cast 9 times.

WIZARD SPELLS
Fball – A ball of fire envelops a 10ft radius, dealing 10 damage to all within its area. Caster is immune.
Necro – Raise a dead body as a skeleton under your command.
Tport – Teleport you and any of your allies up to 100ft to a location you can see, or have been to.
Mbolt – Magical bolts of energy fly from your fingertips, dealing 15 damage to a single target. Can be cast from 30ft away.
Ice – Freeze enemies in place for 3 rounds. Target cannot move, but can otherwise act normally.
Haste – Your allies may act twice in this round. You do not gain a second action.
Illus – Create silent illusions.
XRay – See through one wall or door to what is on the other side.

CLERIC SPELLS
Cure – Restore a number of hit points equal to your level.
Heal – Remove diseases, poisons, and other harmful effects.
Turn – Cause undead to cower for 3 rounds.
Smite – Call down the wrath of your god, dealing 15 damage. Must touch foe to accomplish this.
Fear – Foes flee in terror for 1 round.

INVENTORY

Characters begin play with nothing but the clothes on their back. They have no weapons, and no armor. They attack with their fists, and defend by dodging. When a character finds an item, they may add it to their inventory. At the end of each ession of play, the GM should ask for everyone’s character sheets. At this time the player must drop any items which cannot fit into the tweet.

All items must be written into the inventory in the same way they are written when the GM gives them to the player. Some example items include:

ProtRing+1 – A ring which adds 1 to the Armor Class of any who wear it.
Sword+1 – A sword which adds 1 to both attack, and to damage.
Armor+1 – Armor which adds 1 to the Armor Class of any who wear it.
Wand+1 – May cast 1 spell which has already been expended for the day.

GAME MASTER SECTION

Twittertop RPG is a game which relies heavily on the game master. Lacking mechancis for many situations, a Twittertop GM must be able to arbitrate situations liberally. Simple actions should be able to be performed by anyone, while more complex actions should be judged based on the character’s class, profession, or race.

COMBAT

At the start of combat, roll 1d10. If the die is 6 or above, then the players go first. If the die is 5 or below, the player’s foes act first. Allow all members of a given “side” to act before switching to the other group. Each individual within a group is allowed three actions on each turn:

Move: The character can move throughout the battlefield.
Fight: The player may attack or cast spells.
Prepare: The player may prepare a simple non-Fight action, which they will perform on the enemy’s turn IF the enemy meets certain conditions. For example, a Warrior’s prepared action might be “If the zombie tries to move to the Mage, I block him.” while a Mage’s prepared action might be “If the zombie tris to move to me, I run!”

Lacking a visual grid on which to do battle, Twittertop GMs must rely on description to communicate positioning to their players. This means that the tactical combat style found in games like Pathfinder won’t be found here. Instead, allow players to describe how they would like to position themselves relative to an enemy. Warriors will want to stand close, while Mages will want to stand far away. Rogues will want to get behind a foe, and clerics will likely want to move close to whoever needs to be healed. Allow players to move anywhere in the current arena of battle as a “Move” action.

Given how simple it is to create Twittertop RPG characters, combat can be very deadly. If a player reaches 0 hit points, the player is dead, and should create another character to join the party after the combat has ended. Any players who survive combat should be given either 1 or 2 experience points, depending on how difficult the combat was.

How Players Make Enemies & Influence People

In my experience, NPCs are an underutilized element in most role playing games. They serve a few very limited, very one dimensional roles. That NPC is a quest giver, those NPCs are vendors, and this NPC is a villain. GMs tend either to treat NPCs as “their” characters (a bad idea), or as static game world elements which exist to serve the player. The king would never be found outside of his throne room unless it serves a specific purpose. And once an NPC’s immediate usefulness has ended, or the players have moved on to a new location, the NPC’s notes are filed away, or crumpled up and forgotten. This later method isn’t entirely bad, it’s just not as good as it can be. The basic premise of it is true: non-player characters exist for the sole purpose of serving the players in one way or another. The trick, though, is that the players shouldn’t realize the NPCs exist only to serve them. There are a number of ways to accomplish this which I may discuss at a later time, but for today I’d like to discuss Contacts and Foes.

One of my favorite GMing tricks is one which I admittedly stole out of the online comic Goblins by Tarol Hunt. When I’m first dealing with a group of new players, I like to start things out on the stereotypical side. Taverns, villages under attack, or any typical plot hook will do. Eventually this hook will lead the players to a tribe of typical level 1 monstrous humanoids, such as Kobolds, Goblins, Orcs, etc. Now I should point out that I always go out of my way to avoid having these creatures be responsible for anything evil, and I make sure to drop four or five hints that negotiation is an option. Most of the time, the players assume these creatures are evil, and attack. And in another GM’s game, this might be the right choice, but in my games the only creatures which are evil incarnate are creatures like demons or devils. In matter of fact, the creatures the players are attacking are usually neutral. The creatures defend their home, and then they die. I then point out to my players that they, not the monsters, were the aggressors in this situation. I don’t force any alignment change or anything like that, I simply let the players know that, in the future, they’ll want to pay more attention to the specifics of a situation. It’s a learning experience for them, and the hope is that they apply their learning to all aspects of the game. Players who pay attention are players who survive.

The game moves on without the players being aware of the secret penalty I’ve given them. A group of creatures escaped the destruction of their tribe, and have vowed revenge. After acquiring a few class levels, they’ll hunt the PCs down, and attack them at a later date.

If you think about it, players are making friends and enemies every day. Every person they kill is a person that other people card about. Every plan the players foil is a plan other people were invested in. Every treasure they recover is a treasure other people want. And it works the other way as well! Every person the players help is a potential ally in the future. That doesn’t mean that every creature the players encounter ought to show up at a later time, that would just be a clusterfuck of self referential bullshit. But if a character is interesting, or a quest is particularly engaging for the players, you can reintroduce those elements into your game in a completely different place an time.

Not only does this give your game world more coherence, but it enhances the player’s sense that they’re having an impact on the world. Just don’t make the mistake of expecting your players to remember your pet NPC. I recently made that mistake myself by assuming my players would remember a halfling scout named Tacha. When they first met her she had been a bandit, but after briefly joining the PCs’ party, she decided to settle down. When she had been in the game, they players had loved her, and talked about her for several days afterwords. But even that level of involvement in the character didn’t mean they remembered her when they encountered her as the captain of a city’s guard a few years later.

How Zalekios Gromar Learned Clarity

4.0.1

Today, for the first time in a few months now, I managed to get together with my friend Jeremy to play a session of our Zalekios Gromar campaign. For me, this is always a huge amount of fun. Not only is Jeremy an entertaining fellow to sit around and chat with, but he’s also the only person I know who is willing to occasionally take on the mantle of game master. Most of the time managing the game is my responsibility, and I love it. That’s why I have an entire site dedicated to running Pathfinder games. But being the game master can also be both limiting, and stressful. Taking some time to be a player rather than a GM lets me cut loose a little bit. All I really need to worry about is my own actions, and how I can survive and succeed with my own goals.

Being a player also allows me the opportunity to see the game from the opposite perspective. No matter how concerned I am with ensuring that my players are having fun, it’s always valuable to sit down, be a player, and figure out what I want. Are the things I want as a player being facilitated in the games I run as the game master? Which elements of the game am I enjoying, and which am I finding arduous? I find that my occasional jaunts to the other side of the GM screen are often more educational than a week’s worth of reading blogs and old Dragon magazines. And tonight, two lessons stood out to me.

First, some quick background on the game. Zalekios is currently working a number of angles within the game world, many of which are indirectly opposed to one another. Not only is he working for a kingdom, but he’s also working for someone else who wants to destroy all the kingdoms, whilst simultaneously attempting to establish his own kingdom. It can become a little confusing, but I’ve got 23 charisma and 10 wisdom, so what do you expect? Anyway, the kingdom Zalekios is working for (Angle #1) sent him to investigate some strange attacks which were destroying ships as they left a nearby port city. This worked to Zalekios’ advantage, since he needed to scout that same port city as part of a plot to destroy all the kingdoms (Angle #2). In the city, he booked passage on one of the ships, and sailed with it until it was attacked. He captured one of the Sahuagins, and forced it to lead the vessel to the mysterious “Wet Gnome Lord” who was behind these attacks.

So here’s a bit which will become relevant later. Having captured this creature, I began forming plans for how I might find use for it as a minion. So, when we left the ship to venture to the island home of the Wet Gnome Lord, I took the Sahuagin with me. Memory may fail me, but my conversation with the GM went something like this:

Me: I’d like to take the…Sha-hugga-mug with me.
GM: The Sahuagin?
Me: Yes. That. I’ll untie him from the mast, but leave him tied up with some loose rope for me to hang onto.
GM: Like a leash?
Me: Yeah, kinda like a leash. How long can he go without breathing water?
GM: Lets say 48 hours.
Me: Alright, well, we’ve been sailing for over 30, so I’ll let him swim to the island in the water, whilst I hold his leash from within a rowboat.

Now, what I understood to be happening was that the Sha-hugga-mug’s arms were tied to its sides, and I had a rope around its neck to serve as a leash. I figured it could swim well enough with its legs, and if it couldn’t…well, Zalekios is Chaotic Evil. Keel hauling a sea creature is far from the worst thing he’s done. Hell, earlier in that same session I’d committed a murder simply to enhance an intimidation check. Then killed the fellow I had been intimidating to keep him from pinning the murder on me!

Once we reached land, we entered the Wet Gnome Lord’s tower, and that’s about the time my ladyfriend joined the game, once again playing as Zalekios’ four faithful level 1 goblins. We encountered the wet gnome lord, and I completely ruined all my GM’s plans by negotiating with the session’s endboss. (Let that be a lesson to all GMs: players will always defy your expectations.) It ended up being well worth my while, because not only did I convince a powerful wizard to leave the ships alone (Thus fulfilling my obligation to Angle #1), but I also convinced him that we were allies, making him Angle #4. I am a devious little schemer, yes I am.

To solidify our partnership, the Wet Gnome Lord asked Zalekios to take care of a golem which had gotten a little out of control. Zalekios agreed, and climbed up into the locked attic, where he found the golem walking around in circles, paying the intruders no mind. Zalekios moved off to kill the creature, and assumed the four goblins would find some way to help (or, more likely, find a way to make things much more difficult) We rolled initiative, and I leaped into combat. It was then that the GM asked;

GM: So, wait a minute, you’re just leaving the Sahuagin there unattended?
Me: So what? It’s tied up.
GM: No, it only has a leash.
Me: …fuck, yeah, I guess that’s how you would have interpreted that. What I meant is that its arms were still tied to its sides.
GM: Then how would it have swam?
Me: It has webbed feet, I figured that would be fine.
GM: No, it would need its arms to swim effectively.

Oops.

I was already engaged with the golem, so I wasn’t going to bother with a low level creature like the Sha-hugga-mug when I was already facing something which could probably kill me. Fortunately, thanks to the marching order, my four goblin worshipers had the creature surrounded. So whilst I battled the golem, they subdued my prisoner. They even managed not to kill him! Though he will have a nasty burn on his face, and a bad limp from now on. Everything went better than expected, but this all goes to illustrate a point. I wrote recently on the point of GM clarity, but this story goes to show that player clarity is just as important. There was no clear point during play when my GM being more clear with me would have fixed the problem. Even if he had allowed me to have the creature’s arms bound due to the misconception, that would have meant changing a minor ruling from an hour’s worth of game time prior. (Namely, whether or note the creature could swim, and thus continue to survive on land). The entire problem could have been fixed had I, as the player, simply been more clear about my intentions.

On an unrelated note, a funny story from this game session: one of the four goblins, named Poog, is a cleric. He cast the spell Burning Hands on the Sha-hugga-mug during combat, and I quickly looked it up in the Pathfinder Core Rulebook, where I was surprised to learn it was a 15ft cone. My GM, also surprised, said “Well I guarantee you it wasn’t that way in 3.5.” So, I got out my 3.5 PHB, and we looked it up, and much to our surprise, it had been a 15ft cone in 3rd edition as well! Flustered, my GM added “They must have changed it from second edition!” So, I pulled out my 2nd edition PHB, and he found the spell and read the description aloud.

GM: When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: the wizard’s thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc about 120 degrees in front of the wizard.”
Me: …So, it’s a cone?
GM: Shut up.

Good times.

Of Forgotten Lore and Ancient Sourcebooks

Huh…for some reason, I find it somewhat intimidating to actually sit down and type up a post on the new site. Which might have something to do with breaking 100 hits in a single day for the very first time, largely thanks to a link from Hack & Slash. Hello new readers! Hope you’re enjoying yourselves.

I’m Pathfinder player and a Paizo fan. I think that much has been made pretty clear on this site. I am also a firm believer in being open about criticism. Criticism drives improvement. If we don’t criticize the things we love, then any changes made to what we love will be based on the criticisms of someone else. Besides, no one who is genuinely interested in creating something they can be proud of ever shies away from good criticism. On the contrary, it’s a highly sought upon treasure. When I ask someone to critique my writing ninety-nine people out of every hundred will tell me it’s “great.”

I know it’s not great. I want it to be great. That’s why I asked you to tell me why it’s not great.

Last week, I criticized modern game developers for failing to include any time management in their games. A criticism which ended up going on so long that it spawned a follow up post that same week. In the past, I’ve also criticized modern game designers for the lack of information on hex mapping. These are just two amongst a sea of criticisms I have for Pathfinder and the various modern iterations of Dungeons and Dragons. The common thread which connects these two criticisms, though, is that both of them used to be part of the game, but were dropped for no cogent reason I can discern.

 Unfortunately, there are numerous game elements like this. Mechanisms which have, for whatever reason, fallen out of use. I’m sure it always sounded like a good idea at the time, and that’s okay! Elegance of design is important, so if a game’s developers thought they were streamlining gameplay by dropping superfluous systems, then good on them. But in many cases it seems to me as though they were wrong, and ought to start reversing their mistakes. I’ve already written on the topic of time management and hex maps, here are a few other gameplay mechanics which RPG designers used in the old days, and which modern RPG designers really ought to be talking about.

Combat Facing

Have I mentioned I like rogues? Because I like rogues. I play so many rogues, that the one time I didn’t play a rogue, I had to multiclass into rogue, because my GM was conditioned to fill his adventures with opportunities for sneaking and lockpicking. I’m trying to branch out into other classes, but rogues will always have a very special place in my heart.

Part of the reason I love rogues as much as I do is their reliance on a large variety of skills, most of which are not well suited to combat. At least not face-to-face, even-steven, Combat As Sport style combat. Rogues function best when you’re not quite sure what they’re doing. If they just ran behind a tree, you don’t know if they’re trying to lure you into a trap, retrieve a hidden weapon, disappear into the bushes, climb the tree so they can leap down on you from above, or something entirely different which you haven’t even considered. Any class can play this way, but it is a rogue’s specialty. And it’s a play style which is severely hampered by D&D 3.5 and Pathfinder’s “360 degree field of vision.”

Characters in these modern incarnations of tabletop RPGs are not considered to be “facing” in any particular direction. They are always looking all around them at all times. No matter where you’re standing relative to a character, you are in that character’s full view, unless there is something between you. The idea was to simplify combat, which seems rather silly, since D&D 3rd edition added a number of largely superfluous rules.

In fairness, combat facing has not been completely neglected, but an optional rule in a supplemental book is not good enough. This should be part of the core combat system, no question.

Wizards Learning Spells at Random

A couple months ago, I wrote a post about an alternative to the current methods by which Wizards learn spells in Pathfinder. I’ll freely admit it’s not one of my better posts, but give me a break. I was severely sleep deprived and wrote the whole damned thing in a rush before work. My hope was that by removing the Wizard’s ability to automatically learn two new spells upon leveling up (and placing a larger emphasis on other methods for learning spells) we could partially overcome the vast power gap between casters and non-casters which has plagued this generation of games. I still think it’s a solid idea, but shortly after posting it, -C of Hack and Slash informed me that balance was less of an issue in older editions because Wizards didn’t get to select which spells they would learn, but rather, learned new spells at random each level.

I hold to my initial reaction upon learning this: that it doesn’t make any sense, but it sounds incredibly awesome. On the one hand, it seems silly to me that a Wizard would ever not be aware of what he or she was studying. Wizards (or “Magic Users” in the more traditional terminology) are scholars, they learn magic through something akin to the scientific method: observe, hypothesize, experiment, theorize. So if a spell which a wizard has mastered is a “Magical Theory,” shouldn’t they figure out which spells they’re working on in the “observation” or “experimentation” stages?

That having been said, there’s an undeniable charm to the idea. Being thrown a completely random grab-bag of spells, and then being forced to figure out how to use them most efficiently, sounds fun to me. I doubt future incarnations of Pathfinder will revert back to randomly determining spells. Nor do I think they should. But it’s certainly something which we should be talking about. Maybe as a house rule, or perhaps something which we could use for the sorcerer, to further differentiate it from the Wizard.

Incidentally, there’s an entire post about this issue over on Hack & Slash.

Monster Activity Cycles & Diets

These are extremely minor, which makes it all the more strange that I even need to talk about them. In old editions of Dungeons and Dragons, each monster had both an “Activity Cycle,” and a “Diet” listed in their stat block. The purpose of these is pretty simple. The activity cycle let GMs know when a creature was active. If it was nocturnal, the GM knew not to have it attack during the day, if it had an activity cycle of “any,” then the GM knew it didn’t matter, and so on. In most fantasy books or films, night is a particularly dangerous time when particularly vile monsters are on the prowl, so it makes good sense for GMs to be aware of when monsters can be active.  The diet of a monster is, of course, what they eat. Also useful, since herbivores are unlikely to try and eat adventurers, yet may still pose dangers for other reasons.

I wouldn’t say that either of these rank high enough on the “usefulness” scale to qualify Pathfinder as severely flawed for lacking them. However, I can see no reason not to include them. If the choice is between knowing when my players are in danger from trolls, and knowing which feats a typical troll has, then I would much rather know the activity cycle.

Experience Points based on Gold Pieces

Now, personally, I’m a fan of my Simple XP system. It has improved my game by an immeasurable degree. But if we’re going to be using large experience point rewards, why not use the original system wherein 1 gold piece granted a character 1 experience point? I’ve never personally played with this system, nor have I researched it in great detail, but on the surface it seems simple and logical. If experience points are a measure of the useful experience your character has gained, then why do we only really receive it for defeating monsters? If the goal of adventuring is to find treasure, then we should reward equally all methods of acquiring that treasure. The group who cleverly sneaks around a monster, or convinces a less intelligent monster to give them the treasure freely, deserves just as much credit as the group who kicks down the door and stabs everything around them until there’s nothing left between them the shiny shiny gold.

More Supplements for Game Masters

Looking over the various first edition Dungeons and Dragons stuff I’ve got, I notice that very little of it is aimed towards players, most of it is aimed towards GMs. Whereas when I look at my extensive collection of D&D 3rd edition and Pathfinder books, I notice that most of them are geared primarily towards players.

It makes good business sense, really. For every GM, there are what? An average of three players? Four? More? There are more potential customers for a player’s handbook than there are for a dungeon master’s guide. I’m sure the shift in priorities has made a lot of money for the developers of these games, and that’s cool with me. I would never ask a company to focus on a less-profitable demographic simply because it is my preference. Though I would question whether or not it is a more profitable demographic. In my experience, Players own the core rules, and mooch off the GM for everything else.

But even if it is more profitable to market to players, I’d like to see more books for Game Masters out there. Pathfinder has taken a step in the right direction with their excellent Game Mastery Guide, which is easily my favorite Pathfinder supplement thus far. I’d like to see them take it further with a Game Domination Guide, then perhaps a Game Supremacy Guide.

Remember this, Paizo: the collective of Game Masters are 100 times more effective than any marketing department. We’re the ones who find new players, and draw them in. The better we are at running games, the happier our players will be, and the more likely that they’ll purchase your products.

Are there any other oldschool game mechanics you’d like modern game developers to be learning from? Let me know in the comments! If nothing else, I can better educate myself.