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50 Barbarian Hooks


This entry is part 1 of 5 in the series Character Hooks

I received an advance copy of the Player’s Handbook 2 and checked out the shiny new barbarian class. Yowsa. Dungeon masters watch out, this guy is mean. As a skirmisher, he’s all about movement and doing massive damage periodically during combat. “Class Traits: Striker. You use powerful two-handed weapons to deal serious damage to your enemies.”

I say bring it on. Adding him to my group of PCs gives me an excuse to research higher level monsters. LOL.

I know at least one of my players is frothing for Player’s Handbook 2, and it’ll show up at the table next game session. My current Carnus campaign allows players to switch PCs, sometimes for interest sake, other times to bring a specialized role to an adventure or encounter. Oh, and there’s also been one TPK and one near TPK. In anticipation of having a barbarian enter the campaign one way or aonther, here are 50 barbarian character hooks and quests. If a new character is about to enter the game, we might as well take advantage of the opportunity and make the campaign more interesting because of it, eh?

50 Barbarian Hooks

  1. Seeks a way to control his temper
  2. To prove himself, he must cover his entire body with the scars of battle
  3. Seeks out the ultimate specimen of a certain monster type to defeat it in battle
  4. Aims to track down an ancient enemy and defeat it through guile, not might
  5. To purge the world of a specific monster type
  6. Seek out the ailing heart of the world and find a means to repair it
  7. An enemy clipped his ponytail off, and now he must recover it
  8. A foreign witch has stolen his soul and he seeks her out to reclaim it
  9. Must go out and become a leader of men, or another racial group
  10. Instructed to overthrow an evil empire
  11. Must defeat an arch enemy with honour
  12. Must tame a great beast, such as an ancient dragon
  13. Adopted by a tribe of halflings, he journeys to beseech an exiled halfling hero to return and lead his former clan
  14. Quests to gather the materials required to craft a powerful magic weapon
  15. Seeks to challenge a god who whisked away his lifelong love so he can marry her himself
  16. Slavers attacked his clan and he journeys the world to track down and liberate surviving clan members
  17. Exact revenge on his demon father who attacked his mother all those years ago
  18. His entire village was torn away into one of the planes of the abyss and he seeks its location and then to return the village to the real world
  19. His village is cursed and only a powerful villain knows the cure
  20. His god has tasked him with a holy war against a group of monstrous lords
  21. Break the magic bloodline of a long line of evil emperors
  22. His god has demanded he prove himself worthy of his markings by finding a unique creature and killing it
  23. His god has demanded he prove himself worthy of his markings by finding a unique creature and befriending it
  24. He aims to steal the heart of a princess away from her dashing prince
  25. His father roamed the world and ascended to stand beside his god – how can he carry on such a legacy?
  26. The tribal council has decreed he must bring supreme honour to the tribe
  27. His animal spirit his instructed him to find a powerful magic item made from the animal’s bones and destroy it
  28. He must guard and protect a natural wonder, such as a primeval forest or ancient elephant burial ground
  29. To collect the teeth from 500 different kinds of beasts
  30. To kill one dozen mighty creatures, each with a different weapon
  31. To bring a rival clan to heel by seeking out and killing their godling totem beast
  32. An ancient lie is made known to him through prophetic dreams, and he must venture forth to prove and reveal the truth to the world
  33. Search out and seek the treasure from 24 ancient powerful kings
  34. Coerce, steal, or loot 100 rich merchants from across the land and accumulate 1,000,000 gold coins, which should be sacrificed to his god when done
  35. Gain the strength of the gods and then rip the demon emperor’s head from his shoulders with his bare hands
  36. Seize the castle of an epic enemy and rule the region himself
  37. Achieve such glory, fame, and reputation that his tribe must choose him over his brother for leadership when his father passes on
  38. Find the cure for a debilitating disease that is killing the village’s most beautiful maiden
  39. To overturn history and clear an ancestor of the false conviction of genocide
  40. Stop a near immortal necromancer from piecing together a way to raise a dead god
  41. Stop an evil city from further poisoning the land
  42. Depose the Amazon Queen and enslave her evil hag followers
  43. Return to his tribe with a certain powerful relic that will stop a wedding and make him the most worthy groom
  44. Lead a band of mercenaries to the edge of the world…and beyond
  45. Cursed with the eternal possession of a relic that harms as much as it helps, he seeks a way to break yet another lifetime of tragedy
  46. Have a new world wonder built in his name
  47. Purify a mega-dungeon of evil so the mother earth might take the vast area back and make it hers again
  48. Make a pilgrimage to a holy site on another plane, bashing skulls the entire way
  49. Recently discovered ancient scrolls of wisdom must be delivered by hand to the tribe’s god
  50. To crush your enemies, see them driven before you, and to hear the lamentation of their women

Want to learn more about Player’s Handbook 2? Check out these articles on other blogs.

Drop by Wizards of the Coast today!

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Building The Perfect Beast: A D&D 3.5 online monster generator


Leonines

Leonines

Recently, Campaign Mastery recieved a comment to one of our blogs informing us of an online monster/NPC generator available at Dingle Games. While the comment was not approved as it was unrelated to the post in question, we felt the product itself was worth a look: http://www.dinglesgames.com/tools/MonsterGenerator/dnd35/
[Read the rest of this entry…]

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Ultimate Toolbox of Ideas


Ultimate ToolboxWhen Toolbox for d20 by AEG came out I scooped it up right away and have found it very useful over the years. Now, in 2009, its big daddy has arrived on the Prime Material Plane and it’s awesome. While some might scoff at a book of tables, I see the Ultimate Toolbox, like its predecessor, as a tome of ideas. The Ultimate Toolbox is physically heavy too, but not just because it has 400 pages, but because it’s made out of Tyrannosaur Rex meat.

Sometimes I’m stuck and need inspiration. Other times I have a great idea and want to evaluate it against another to test its mettle or take it even further. While I’m predisposed to enjoy a book of tables – as you can tell – what I like best about Ultimate Toolbox is the thousands of hooks, seeds, and concepts it has. There are definitely many pure data tables inside its covers, such as Table 3-62: City Smells I or Table 4-28: Rope Knots, but there are also many wonderful tables like Table 6-15: Magic Item Histories, Table 2-35: Weather 1, and Table 7-29: Brute Details.

Ultimate Toolbox Contents

By my rough count there are 900+ tables in seven themed chapters and an appendix:

Chapter 1: Character (Example sections: Backgrounds, Character Paths, Local Color)
Chapter 2: World (Example sections: World Builder, Religion, Environment)
Chapter 3: Civilization (Example sections: Crime, Fanfare, Contacts)
Chapter 4: Maritime (Example sections: Ports ‘o Call, Ships, Pirates)
Chapter 5: Dungeon (Example sections: Trappings, Books and Labs, The Dead)
Chapter 6: Magic (Example sections: Arcana, Druids and Witches, The Planes)
Chapter 7: Plot (Example sections: Villains, Urban Inspiration, Quests and Secrets)

Original Toolbox owners take note: there is little overlap between that book and Ultimate Toolbox. Ultimate contains mostly new tables. In addition, while Toolbox was geared toward GMs, Ultimate has 6 chapters usable by GMs and players, with just chapter 7 labeled as DM’s eyes only. There is also a Table of Contents and an index of all the tables. In addition, sprinkled throughout the book are notes, advice, and guides – well done, authors.

Favourite Tables So Far

It’s going to take more than a couple days of pouring through the book to discover uses for all the tables, but here are my favourite ones to date:

  • Tables 1-9 to 1-15: Character Motivations
  • Table 1-22: Nightmares
  • Table 1-41: Bard Performances
  • Table 2-20: Evil Realm Names
  • Table 2-26: State of the Nation
  • Table 3-64: Monument Description
  • Table 3-65: Statues Description
  • Tables 3-95 to 3-106: Pick Pocket Yield (perfect for my Carnus campaign)
  • Tables 4-6 to 4-10: Dockside Diversions
  • Tables 5-21 to 5-23: Dungeon Tiles (tile shapes)
  • Table 5-53: Dungeon Captives
  • Tables 6-xx Various magic item descriptions (great way to spruce up treasure piles and NPC equipment)
  • Table 7-13: MacGuffins
  • Table 7-68: Surprise Endings
  • Table 7-89: Secret Handshakes
  • Appendix: Ambushes

Kudos to the books authors for what must have taken hundreds of hours researching, brainstorming, and compiling: Dawn Ibach, Jeff Ibach, and Jim Pinto.

Campaign Mastery readers, pick a number between 9 and 391. I’ll tell you a table that’s on that page!

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The Flói Af Loft & Ryk Bolti (conclusion)


This entry is part 3 of 3 in the series The Flói Af Loft & The Ryk Bolti
The view from the cavern floor

The view from the cavern floor

Within The Flói Af Loft

Finally, the characters have reached the floor of the great chasm, and started looking around. It is even colder than expected, no more than 10°C, and there is perpetual dust and ash in the air. The sand dunes underfoot are treacherous; seemingly-solid surfaces offer no more support than smoke. As feared, lighting is at a twilight level, broken by the occasional flash of lightning from dust ball to dust ball, or dust ball to ground. The sand itself is more multicoloured than would have been expected from prior observation; what has been presumed to be an illusion of the distance was not, and individual dunes are predominantly one type of mineral sand or another in relatively pure form. There are blues, and purples, and greens, and golds, but the majority comprise four colours: yellows so light they are almost white, dirty greys, blacks, and deep red-browns. [Read the rest of this entry…]

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The Flói Af Loft & Ryk Bolti (continued)


This entry is part 2 of 3 in the series The Flói Af Loft & The Ryk Bolti

rpg blog carnival logo

Natural laws make sailing a Snyrtilegurskip unintuitive

Natural laws make sailing a Snyrtilegurskip unintuitive

Fólk Afsteinn (The People Of Stone)

These are a race of people capable of living in this environment not through physical adaption so much as through intelligent manipulation of their environment. I chose a blending of Dwarf and Halfling and called them Dwarvlings, because I wanted them to make a reasonable basis for PCs, but always thought that a blend of Stone Giant and Dwarf might have been a better choice id that was not a consideration.

The society was based on Vikings of the 12th century, with a couple of more modern refinements in technology. They have no written language and educate their young through epic sagas; Perform: ‘storytelling’ or other oratorical skills go over big. They are divided into clans (I used “Braveheart” for referance material and inspiration).

They have learnt the qualities of various local materials and employ them in various ways. For example, there is a cactus-like plant that grows here and there, especially in softsand rivers, which they cultivate. Not only does it provide water, but they can strip the skin and turn it into fabric and rope and so on. Dried cactus seed, thrown into one of the dust clouds, dies it a bright green for a time, until the cactus seeds are reawakened by the moisture trapped within the cloud. They use vast nets woven from cactus fibres in hunting as well as harpoons, javelins, etc. From a distance, these look like giant cacti, attracting the small flying mammals – and the things that feed on them! [Read the rest of this entry…]

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The Flói Af Loft & The Ryk Bolti


This entry is part 1 of 3 in the series The Flói Af Loft & The Ryk Bolti

rpg blog carnival logoThe following is based on material prepared for My ‘Seeds Of Empire’ campaign in mid-2006. It has been rewritten to form a standalone setting for an encounter with an original creature to be found there (amongst others), as part of the February blog carnival. A day or so late, but better late than never…

It also serves as an example to my approaches to game-prep, adventure design, encounter design, and monster creation. When I ran this setting, we got 20 sessions of play from it. However, a lot of character interaction notes relevant only to the PCs and NPCs that took part have been excised; the original version was about twice this length. So my normal level of prep is 1/10th of this for a single session of play.

It is strongly recommended that this setting and encounter be run using the rules in “Sandstorm” from WOTC. Using the information provided in that supplement, in conjunction with the “Monster’s Handbook” by Fantasy Flight Games will make it easy to customise standard encounters from the Monster Manual or other sources to suit the environment. The rules in the “Manual Of The Planes” on adding elemental templates (p193) were also useful.

Click on thumbnail for a larger image

Click on thumbnail for a larger image

The Jörð Veröld (Earth World)

The Jörð Veröld is an elemental subplane or pocket reality derived from the elemental plane of Earth with infusions of air and fire. It can be presumed that at one time there was also an infusion from the water-plane but that this was sealed by molten lava and the water boiled away.

The plane essentially consists of 6 layers, each with their own features. Most of these will not be presented in detail here, but some key points will be identified. Each is discussed seperately below and a submap presented.

General Environmental Features:
The plane is spiritually and magically isolated. That means that no spells higher than 5th level can be cast, and no spells higher than 3rd level can be memorised or replenished once cast. Time moves more slowly within the subplane; for every second spent there, 1¼ seconds pass in the outside world.

Recommended Use:

Many of the terrain features come best as surprises, so the pocket realm should be newly-discovered. While the environment limits the effectiveness of mages, clerics, and other spellcasters, the setting is most effective with characters of 6th-8th level (at least initially). There are plenty of XP and roleplaying opportunities on offer, but not much in the way of treasure unless the party can get creative. [Read the rest of this entry…]

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The Plot Thickens – Hooking Players Into Adventures


M2: Curse of the Kingspire Goodman GamesThis blog post was originally going to be a review of Master Dungeons M2: Curse of the Kingspire by Goodman Games. However, once I got well into reading the module, I decided I was going to run this adventure for my Carnus D&D 4E campaign. It’s an excellent adventure, full of combat, puzzle, and roleplaying opportunities. Excellent sword and sorcery!

After deciding to DM this module for my group, I needed a way to fit it into my existing campaign and current plot threads. How do you catch player interest and hook them into a new adventure mid-campaign? Here is a simple model that I am applying for adding M2: Curse of the Kingspire to Carnus.

1. Character Link

Relate some aspect of the adventure to a PC. What element of the adventure directly relates to a character, or could be tweaked to link to a character? [Read the rest of this entry…]

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Ask the GMs: Characters not trusting the other PCs


What do you do when one character doesn’t trust the other characters, and it starts to degrade game play? A game master asks:

Ask the gamemasters

Hi Mike and Johnn,

I am new to GMing and play with a group of close friends every week. One of my player’s characters doesn’t trust the rest of the group. Even after another PC said he’d pay him to be with the group the mistrust continued, and after about 5 sessions of this I can tell that the others are getting tired of this and he’s slowing the pace down. I was wondering if you had any advice as to how I can convince this player’s PC to trust the others. I would appreciate any advice, thank you.

Ask the Game Masters - Johnn

Johnn’s answer:

In my opinion, the best option is to have a chat with the player about making his character fit in better. The player is probably wrapped up in roleplaying the personality of his PC and doesn’t want to “betray his character” by doing something that doesn’t make sense.

First, congrats if this is the case, because this is an awesome player who will take the roleplaying of your group up a level if allowed to do so.

Second, the player has crafted what sounds to be a character with too much group friction to be playable as-is. Meaning, the character has got to change or to go. The player will object. But, it’s no different than if a player brought a robot PC to a fantasy game, an evil PC to a good party, or a 50th level PC to a group of 1st level PCs. The character just doesn’t fit and it’s causing problems.

Fortunately, I think you can turn this situation into something positive for your group. Talk with the player alone and explain the difficulties the character is causing the group. Then offer to craft a storyline that would result in the character being more group-trusting. The storyline gives the roleplayer lots of great game fodder for his PC and it gives you more material to game with. If the player balks at this, bring to his attention that the definition of hero is one who undergoes transformation or change. Ask him to check out Joseph Campbell, movie guides, and literature guides. Characters change – because they must – and that makes them heroic. So, work out with the player a storyline that would result in his character becoming trustful of all the other PCs. If the two of you work this out together then you are sure to get your player’s support.

Depending on your group, you might fill your other players in. I would, but it depends. You don’t want to show favoritism, but you also want to resolve the situation, and if you are getting cooperation and a chance to resolve things quickly, then it’s worth the effort.

The other option is to ask the player to make a new PC – one who fits in with the party. This is not as good an option and might cause personal issues. But, every player at the game table has to understand it’s a cooperative game. It’s not a game of selfish destructive character gaming. :)

Ask the GMs - Mike

Mike’s answer:

There might be more going on here than meets the eye, and I’m not entirely confident that the GM asking the question has put his finger on the real problem. Perhaps the player in question has good reasons not to trust the others. Is this an issue of trust between players, or trust between characters?

If the player in question was a novice, in comparison to the others, he might be feeling overwhelmed by past stories of greed and betrayal spun for his entertainment and enlightenment by the more experienced players.

Perhaps the player’s behaviour is reflecting a real-world distrust of the other players, and not just their characters. These things crop up from time to time, even amongst friends, and it can sometimes be hard to put sufficient distance between out-of-game experiences and those taking place in-game; they will tend to surface, whether we want them to or not. If the problem is that the player doesn’t trust the other players, the DM needs to get to the reasons for that lack of trust before he can find a solution. Real-world problems require real-world answers, they can’t be resolved in-game!

Perhaps Johnn is right, and the character – not the player – is at fault. Again, perhaps he has good reason not to trust the other characters, either because of the character type, the background that he has chosen, or past events that didn’t sit well with the character. Or maybe it’s just that the other characters havn’t given the PC a reason to trust them yet! Bribing him to stay with the group clearly isn’t enough, in his character’s mindset (and would only aggravate the situation if the character is paranoid about the intentions of the other PCs) – they will, through their behaviour and shared experiences, have to find some reason to work together, some common goal. The players may well have agreed on something along those lines, but have the characters?

If the problem is of a purely in-game nature, then metagaming a solution is a viable tactic. Taking the problem outside the mindset of the character and talking to the PCs owner about his character AS A PLAYER may lead to a solution, as Johnn suggests. There are really two classes of solution: revisiting the character concept, or a conspiracy.

Johnn’s advice neatly covers the ‘revisiting the character concept’ solution set. The alternative type of answer is for the character to continue to distrust the other PCs, but to hide the fact from them! If the GM is satisfied that the character has good reasons for his behaviour, or has a character development arc of his own in mind, this can be a viable solution. To set it in motion, what’s needed is for the PC causing the problem to have a side-encounter of some sort that gives him reason to conceal his distrust, and for the GM to then arrange an encounter that justifies the aparrant ‘change of attitude’ on the part of the PC, just as he would if the character was really going to change attitude.

In many ways, this can be the ideal solution as it gives the campaign the best of both worlds – the player gets to play the character that he wants to, and party harmony is restored. In other ways, it may be seen as deferring the problem for another day. It is also an excellent solution if the GM decides that the character is unjustified in his distrust of the other characters; at a later point, the “side encounter” that persuades the PC to spy on the others can be revealed as a villain using the PC for his own ignoble ends. This gives the PC a big scene once the deception is revealed in which he has to attempt to atone for the wrong that he has done, (perhaps dying in the process) – definitely heroic!

There is a third class of problem that could also be at play here – besides the purely real-world and purely game-play causes of trouble, there is a transition layer between the two that can be cause this sort of problem. This is where difficulties in preferred playing style lurk in ambush, something that occasionally even catches out the experienced GM. Perhaps the player in question wants to spend more time roleplaying in character, while the others have a greater taste for hack-and-slash. This would explain the players intention to dwell on roleplaying his PCs distrust, and the mounting frustration of the other players. If this is the cause of the problem, then none of the solutions offered so far will ultimately solve it; the player will simply move on to some other ‘deep-immersion’ roleplaying of his character, slowing the game down just as much as ever, and frustrating the other players just as much.

I’m afraid that there’s no easy answer to that particular problem. There are some articles and past e-zines at the roleplaying tips website that might help out. Perhaps encounters in which the offending PC gets to roleplay instead of participating in battle while the other characters hold off the nasties, but these are easy to overuse. Ultimately, this type of problem comes down to one of player expectations, and customising the campaign to try and satisfy both. In other words, the best solution – and it’s not perfect, by any means – lies in changing what you as GM are doing!

Last, it might also be that the problem ISN’T with the player in question, but is actually the frustration being felt by the other players. Perhaps they feel that he is getting more than his fair share of the spotlight, and that is the real issue!

So, before you can begin solving this problem, you first have to identify exactly what it’s cause is. That means talking to the player – in private, and possibly at length – about the campaign, his playing style, his character, and why his character is acting as he is – without telling him about the problems that currently exist unless HE brings them up. DON’T tell the player that the others are getting frustrated, it can generate hard feelings – tell the player that AS GM, you want to understand what he’s doing and why so that you can better tailor scenarios to suit.

Have the same discussions with each of the other players as well – you might well find that there is actually more than one source of the complaint, and that they are merely resulting in a common symptom.

Once you know the real cause, you can tailor a solution (if there is one) to suit.

Ask The GMs is a service being offered by Campaign Mastery. Click on the link at the top of the page to find out more.

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Distilled Cultural Essence – Part 4 of 4: Expressing a different society, Section 3


This entry is part 4 of 4 in the series Distilled Cultural Essence
Monument To The Mother Country, Merida, Mexico

Monument To The Mother Country, Merida, Mexico

This is the final part of a four-part article. The first part gave a relatively straightforward technique for creating a unique society; the second and third parts identified four ways of communicating the uniqueness of the result to the players, selling them on its credibility, and exploiting it for scenarios and subplots, and examined these in detail. This final part will deal with expanding the cultural description into other areas of description.

Adding Color To Cultural Expressions

If you’ve followed the advice of the earlier parts of this series, you’ve defined a culture in terms of the differences between the ‘normal’ encountered by the party, established a rational basis for that difference, and extrapolated from this basis to determine the effects on the characters experience. But cultural differences and distinctiveness do not stop there, and there is rarely just one point of uniqueness to a culture. If it doesn’t directly interact with the characters, it can be considered a “color element”, something that the DM can insert into his descriptions and other passing comments, usually without particular significance, but which add to the depth and realism of the culture.

Architecture

A fairly obvious one, that most GMs will have already considered. No two cultures build exactly the same things exactly the same way. Architectural decisions by the DM reflect the history or character of a culture as well as current cultural aspects and levels of technology. Anything from the shape of the towers (Onion-shaped? Spires? Angular? Flat? Crenelated?) to the shape of the doors. Is bathing public or private, and what does either choice say about the water management of the culture? How does that affect the cleanliness of the streets, the building materials, the pottery, the farming capacity?

Diet

An aspect of the culture that a lot of GMs consider only briefly, if at all. It is not uncommon for a single unique dish to be specified (“Chilled Monkey’s Brains”), or for a general description to be applied to virtually everything (“Spicy Food”). It takes only a few minutes glancing through a cookbook specializing in one particular national cuisine – or one viewing of “Indiana Jones & The Temple Of Doom” – to realize that either approach sells the cultural distinctiveness short. Have a dozen or more dishes worked out, some for breakfast, some for formal dining, some for light refreshment, some for a working man’s main meal. For that matter, how many meals do the locals eat each day? What do they drink? Is there anything they are forbidden to consume?

Don’t try for shock value; this is a common mistake that DMs make in this area when they are trying to be memorable, and it soon makes one culture indistinguishable from another if they all eat something unpleasant.

Trade, Commerce, & Agriculture

What are the implications of the diet for land management? How does this affect what is on offer in the marketplace, and how much is charged? Do they even HAVE central marketplaces? How does the economy work?

Money

This can be a nightmare for GMs as it can bog the game down very quickly, but money is rarely the same from one culture to another, and rarely for very long within any given culture. The problems stem from coin conversions and currency valuations from one culture to another; the usual system is to have some universal currency that can be used as a basis, especially in D&D where the exchange rates – in theory – are fixed by the rules; and any change in those values means a lot of work for the GM and for the party.

It might be more realistic to have coins valued differently from one culture to another, but it gets in the way of play. This is one area where realism should bend to the needs of game play.

But even if this restriction is accepted, there is still scope to express a unique cultural identity through the coinage in common circulation. One face of a coin usually shows either the current monarch at the time of issue or some other national hero; the other shows an icon that is in some way representative of the culture. That’s a lot of information about the culture, and the GM should be prepared to give it all to the party who asks. Your parties don’t ask? Then punish them for their lack of curiosity! Perhaps one of the past monarchs was a lunatic, or from the wrong family, or whatever, and possession of those coins is a criminal offense. Perhaps there’s a clue – or even the solution outright – to a puzzle posed to the PCs in the iconography. Maybe they get obvious – if they look – counterfeit coins in change!

Furniture, Household decorations & Social Practices

Furniture reflects custom and usage. Consider the differences in table styles between an Italian cafe and a Chinese restaurant. How many people dine together? Is it customary for guests and visitors to eat at friend’s homes? How does this affect the size an shape of the pots? How does it affect the quantities sold in the marketplace? Is one meal different from the others in some respect? What are the local table manners? What does the local cutlery look like? Is it customary for a guest to provide a dish towards the meal? What is the tableware made of, and how is it decorated?

Gardens

These are another source of cultural individualism. Do they have them? How are they arranged? Herb gardens, Veggie patches, Japanese stone gardens, Bonsai trees, cultivated lawns, garden gnomes…. which brings us to:

Statues

Who and What have the people built statues of? Who are their most famous artists, and what did they do that’s so remarkable? What are the statues made of? What is distinctive about them? Statues are usually idealized in some respect that can be considered important to the culture – what does this culture idealize in their statuary and what does it say about their national character?

Roads & Streets

Narrow or wide, with open sewers or without? Paved or earthen, and if paved, what with? Are streets named, or do the names derive from the people living on them – or something else? Who or What are they named for? What are the naming conventions – do they use terms like avenue, street, place, etc?

Windows

Thick sills, or thin? Thick glass, or thin? Stained, colored, painted, glazed, or clear? Wide or narrow? Tall or squat? High or low? What shape?

Religion & Worship

What sets the temples and churches apart from other buildings? What is the local policy regarding church expenditure – do they decorate, or are the churches unadorned? Do they even HAVE churches in each town, or is it customary for each home to have a shrine? Remember that most of the parish churches of England started out as private property, for the exclusive use of the priests and major political figures – though the locals paid for them!

What are the local religious icons? How does religion influence day-to-day life? Do the religious figures have a particular costume that they wear, distinguishing them from the everyday citizen? How are local prayers different? How are local services conducted? How often?

Sports and Recreation

I once set about writing an article on nothing but sports in RPGs and how they can be used to express a particular culture, but it has never been finished. Sports reflect the culture’s attitude towards fairness and justice, they reflect the value placed on organisation, they give the masses things to get excited about and things to make small talk about. GMs should be able to put many, many, words into the mouths of NPCs on the subject. More, different social strata often enjoy different sporting activities – polo is usually associated with the social elite, as is yachting, it used to be that only the upper classes (English gentlemen) and wealthy could play ‘professional’ cricket, and so on. The various forms of football, on the other hand, are all designed to, and come from, the more ordinary folk of society.

More!

These are just the tip of the iceberg, there are many more. Music; Writing; Bathing customs; hairstyles; clothing styles; jewelry; systems of measurement; vices and addictions; law enforcement; laws; personal rights; tattoos & distinctive markings; gambling and games of chance; marriage customs; funeral customs; property ownership; inheritance law…

None of these HAVE to be detailed unless they are influenced by the fundamental difference, as described in part I of these articles. But having a page full of 1-line summations of the cultural uniqueness’s that are expressed through these everyday ramifications, guided by the major point of distinction and its ramifications, gives the GM a wealth of material he can drop into descriptions and NPC statements. The cumulative effect can be enormous.

A Caveat

There is a problem: having one distinctive culture in which the PCs immerse themselves for a period of time is one thing, but having a whole bunch of them show up at once can get confusing. At this point, it’s worth analyzing the Lord Of The Rings as a blueprint for how to utilize the “cultural distinction” information in practical terms.

The Lord Of The Rings as a Blueprint

Tolkien knew what he was doing when it came to structuring his story, there can be no doubt about it. We start in the Shire and re-introduced to Hobbits and to the plot device that will shape the rest of the story – the One Ring. Through the Hobbit’s eyes, we encounter the Old Forest, then are introduced to elves, and then the world of peasant-class men at the fringes of society in Bree. The Hobbits meet Strider, and the opposition is introduced through its servants, the Nazgul. Finally, at the end of the first part, we reach Rivendell and encounter the society of Elves in greater depth.

Hit the High points and Foreshadow

At the Council of Elrond, we meet Dwarves and Numenorians and Forest Elves for the first time, but only the most overt descriptions of their cultures are given. We are introduced to the Rohirrem, but they don’t even make an appearance; the descriptions are second-hand and again, only hit the high points. Most of the story at this point is given over to the backstory, and the only culture in focus is the society of Wizards through Gandalf, Saruman, and Radogast. Even the Eagle who came to Gandalf’s rescue and the Uruk-Hai can be described as an aspect of the society of Wizards, allies most races would not consider approaching, and who would not accept approaches from. This view that everything is awake to some degree, hinted at in the Old Forest encounter, also serves as the foundation of the scenes on Carhadras (I think I’ve mispelt that).

Present cultures-in-depth one at a time

The Fellowship are then immersed in the culture of Dwarves through the mines of Moria, even though Gimli is the only Dwarf present in the party. This is followed by Lothlorian, and are immersed in the culture of Elves. The Fellowship is then broken. In the second volume, Merry and Pippin are immersed in the society of Orcs, and then in that of the Ents, while Aragorn, Legolas, Gimli, and Gandalf are immersed in the society of Rohan.

The same pattern is repeated throughout the books (and the movies, to a lesser extent) – a culture is introduced but not in any great depth – in effect, giving the reader a touchstone to the culture – “The Horsemen Of Rohan,” for example. We then encounter each culture one at a time, and each time, the only non-members of the culture present are the members of the Fellowship. In RPG terms, the only elf in Moria is Legolas, the only Dwarf in Lothlorian is Gimly, and so on; the PCs are immersed in each foreign culture, one at a time. This both gives the author (the GM) the capacity to deal with the culture in depth, and makes each a self-contained unit, avoiding confusion of one with another.

This is the blueprint that GMs should try and emulate when utilizing cultures in their games. Of course, once one is known in some depth, it’s fine to have two or more of them interact at the same time, just as the Elves can come to Rohan’s aid at Helm’s Deep.

Conclusion

Each campaign world proceeds from a different foundation. The Elves in my Fumanor campaigns are different to the Elves in Shards Of Divinity, because I answered the questions posed in the first part of this series of articles differently. In game mechanics, they are virtually identical, and there is even a superficial resemblance; but the more closely they are examined, the more different they become. It is in the expression of those differences that one campaign distinguishes itself from the other.

The cultures you create express themselves behind the scenes, but they can bring a campaign to life.

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7 Gamefull Uses for Campaign Coins


I received a box of Campaign Coins for review and they are fun, high quality game props. They must be great because the box packaging has no less than six exclamation marks in the text. :)

Each box contains 121 detailed coins depicting four metal types in 1, 10, 100, and 1000 denominations and 1 random 500 denomination collectible coin.

  • Copper: 10×1, 10×10, 5×100, 5×1000
  • Silver: 10×1, 10×10, 5×100, 5×1000
  • Gold: 10×1, 10×10, 5×100, 5×1000
  • Platinum: 10×1, 10×10, 5×100, 5×1000
  • One random 500 piece

The coins look and feel like metal, and they have a wonderful weight to them. They also have awesome designs that will add atmosphere to your games. Reviewers before me have gone into great detail about this game master prop, so I won’t cover old ground. They get a thumbs-up from me. For more information, check out the reviews below.

Reviews

7 Gamey Uses

So you’ve purchased a box of Campaign Coins, and maybe an expansion pack or two. What can you do with them other than the obvious pile of coins on the table treasure use? Here are several ideas to help you get more long-term value out of them as you game master.

1. Gamefull Props

Add an element of gameplay to the standard use as a treasure prop to make these coins even more entertaining.

  • Improve presentation by putting the coins in an interesting container. Use a dice bag as an NPC’s coin purse and toss it to a player when it’s been found. Get a cheap jewelry box and place coins in the “chest.” Bury a coin in a plate of spaghetti and ask a searching player to put their hand into the “monster guts” to see what their character finds.
  • Create several coin purses with different total coin values in them. Put the purses on the table and have players pick the one their PCs find. Do they pick the small purse with few coins in it, the large one that jingles merrily, and that weird small box? Put notes inside purses for special events, such as trap or magic effects. Add glass beads to act as gems. Add dollhouse miniatures and toys to depict magic items or interesting clues.
  • Make them cursed coins, ala Pirates of the Caribbean. Use pennies, bottle caps, or poker chips to supply lots of coins, and save the Campaign Coins as a special, cursed set of legend. Perhaps the coins have a compelling boon, which makes the decision to keep or toss them difficult. Perhaps whoever touches a coin first cannot get rid of it no matter what they do, and the coin attracts monsters or brings bad luck. For additional fun, try to hide coins on player to trap them with the curse. For example, sneak them into their dice bags, knapsacks, cell phone holders, or jacket pockets.

Here’s a tip from Djoc via the Paizo message boards:

“Here’s how I use them: I combine them with item cards in small pouches, and give them to my players when they search a room or monster. With denominations, I can easily produce treasures that have very big amounts of some coins, without having to buy a truckload of coins of each metal. With the 120 coins provided in this product and a couple item cards packs, I can prepare a whole dungeon’s treasures. And since I let my players count the money, they actually count for a minute or two, not for an hour, if there are 1387 gp and 3253 cp in the box they open….”

2. Use Them For Quests

Make the coins objects of a quest. Can the PCs collect them all? Maybe they need to find the collectible 500 one that comes in the Campaign Coins box? Or perhaps they have to collect all the platinum ones.

Here’s an example quest. The Coins of Avandra have been sprinkled throughout the kingdom by the god of luck. They are in forgotten dungeons, buried in nobles’ vaults, and lost in old collections. The coins have magic properties that manifest when they are “spent” by flicking them into the air with your thumb. Better magic effects are possible by spending several coins at once. It’s up to the PCs (and their rivals) to collect the coins and decide when to cash them in for desired effect.

Possible coin effects might be:

  • 1 coin = +1 luck
  • 5 coins = magic healing
  • 10 coins = roll on a random table like that for Wand of Wonder or Deck of Many Things
  • 50 coins grants the big spender an audience with the god of luck

Another way to build that chart above is to use total value spent instead of the number of coins. This gives you more options to mix and match coin placement. For example, instead of 10 coins getting a roll on a special effect table, the PCs must spend 5,000 gp value of coins.

The coins disappear after use, and they actually return to the god of luck who then hides them again in a hundred years or so elsewhere in the kingdom for rediscovery.

3. Create a Backstory

The coins have various art and graphics on them. These icons and symbols are perfect for storytelling. Use them to reveal the history of your world or a cool portion of an adventure backstory. Perhaps gameplay requires PCs to have to show the rights coins to the right NPCs to get the whole picture for a grand clue. Or maybe all the symbols create a gate-opening password.

On a more mundane level, ask why did the coinmaker craft the coins with this specific art? Who commissioned the coins? Are they currently in circulation or are they from a past age? What information can be gleaned, and what story elements can the PCs link together, when you hand each coin type out for playerinspection?

4. Clues

The coins are worth more as clues than as exact currency in your campaign. While the total value of coins in a box is considerable, making exact change might be difficult and time consuming. For example, a treasurehorde of 121 coins would knock out your whole supply, including the collectible coin.

Instead, use the coins as clues for your encounters and adventures. Perhaps the coins discovered in treasure piles or on bodies tie eventually to an NPC. Perhaps the coins are of a foreign mint, providing a clue of origin for whatever context in which the coins were found. Perhaps the coins are the call sign of a villain the PCs are after, and the NPC delights in leading the PCs alonginto a trail of challenges and traps.

5. Markers

On a meta-game level, the coins are big enough to serve as excellent markers during combat. Coins can be used as minis, or with minis to mark effects or statuses.

In my campaigns we use pocket points. Campaign Coins would make excellent pocket point markers. Some game systems have action points or player points. These coins would be great for tracking those as well.

6. In-Game Games

If you have gambling games or betting games in your campaigns, such as poker or casinos, these coins make excellent player props that will add atmosphere as characters ante into the pot or play the slots.

7. Real Player Pick Pocketing

Campaign Coins make a satisfying clinking sound because they actually are metal. Next time a character picks a pocket, try a real life player challenge. Put a dice bag with a few coins in it in a coat pocket, slightly sticking out. If the group hears any clinking as the player tries to remove the bag from the pocket, then either the attempt fails or the following dice roll for the actual attempt gets a penalty. If the player succeeds, then either his character succeeds or he gets a +5 on the roll.


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Distilled Cultural Essence – Part 3 of 4: Expressing a different society, Section 2


This entry is part 3 of 4 in the series Distilled Cultural Essence

This is the third part of a four-part article. The first part gave a relatively straightforward technique for creating a unique society; the second identified four ways of communicating the uniqueness of the result to the players, selling them on its credibility, and exploiting it for scenarios and subplots, and examined the first two, Expression and Behavior more closely. This part will deal with two more communications channels: Reactions and Appearance, and the fourth will detail methods of extending the cultural description into other areas of society.

3. Reactions

People from a unique culture will react to what the PCs say, and do, and to what they DON’T say and do, and often in ways the PCs were not expecting. It’s always both entertaining and realistic to have a variety of reactions that conflict with each other, in front of the PCs. This immediately raises the value that they will place on getting to know the culture, as they will usually want to pick their fights rather than being blindsided by them!

For example, let’s say that the PCs emerge from the tent in which they have been bartering for some knick-knacks to give away to people in other locations as “exotic gifts”, or meeting the civic leader, or whatever. The GM describes a religious procession taking place as they reach the streets. The women in the crowd of bystanders are covering their faces and looking downcast, while the men all turn to face the sunset and drop their headgear to the ground at their feet. The PCs have a choice; they can either do as the locals do, or not. If they do as the locals do, some zealot can take offense at the mockery they are making of a sacred rite, while another defends them as attempting to show respect. If they don’t, they can be accused of disrespect and sacrilege by a hothead, and defended by one as being barbarians who can’t be expected to know better. Either one sucks them into a deeper relationship with the society – and ensures that the PCs will make the other choice the next time!

Ignorance is no excuse

The point about the outsiders being considered ignorant barbarians who don’t know how to behave deserves recapitulation. This is something that explorers in strange cultures had better get used to, because it’s near-universal; at least some members of any given crowd will think that way, no matter where the visitors are from.

The strongest reactions will stem from the things that the culture most cares about. Smart PCs will learn to identify these so that they can use them as levers to persuade people to do what the PCs want them to do, and to get the PCs out of trouble.

The Yokel Factor

The other factor to be always borne in mind when describing incidents and reactions is what I call “the yokel factor”. PCs tend to use logic and attempt to argue their way out of situations, taking advantage of their arm’s length remove from the action of the game instead of reacting with emotion; to the local yokels, any arguments that are over their heads are just a load of bullsh*t, and will arouse anger, if anything. If the PCs attack something that the locals feel strongly about, they won’t often react with logic or argument – they will usually consider the words to be a trap, attempting to seduce them over to “The Dark Side”. A crowd of Yokels can turn into a mob at a moment’s notice, and a mob’s behavior is dictated by it’s least-stable members!

Are the GMs in the audiance having fun yet?

An example from the Seeds Of Empire campaign

In one of my campaigns some years ago, the PCs were captured and locked up by the priests of the local religious movement by being overconfident. Knowing virtually nothing about the society in question, they attempted to use logic on their guard, who was being played as a guest character by a player who could not attend regularly. The player made the mistake of being persuaded by the PCs words when they attempted to undermine his religious beliefs,
and those of his society – a temple guard should never be so willing to betray his faith, but the player was off his game that day! Nevertheless, he ended up joining the party and helping them escape, saddling me with an NPC that was never intended to be there. Even the players said afterwards that they didn’t expect their tactic to work!

As soon as I took over the resulting NPC for the following sessions, he began actively but surreptitiously working against the party. He was giving the party enough rope in the hopes that they would lead him to other heretics, while secretly carrying an item that would enable the military to track him, all the while doing his best to appear a loyal and convinced member of the party. All that the PCs had succeeded in doing, as I reinterpreted events after the fact, was convincing him that the PCs were too dangerous to merely execute; less-devout members of the society might be swayed to heresy by their evil arguments.

This worked because the PCs only ever saw and reacted to his behavior, not what was actually going on in his head. His Behavior did not change – only the motivation and purpose behind it.

Naturally, there were small hints and clues in that behavior – the occasional slight hesitation while he thought of the correct way to respond to a PCs statement or question, for example, or the occasional misplaced expression. Over time, the PCs began having second thoughts about trusting the turncoat – not that they were ever fully convinced to start with! Much later, it was discovered by all of them that the religious practices of his society were eroding the boundaries between dimensions. The NPC was convinced by this startling revelation, delivered by a Celestial messenger from the Gods, came clean, and redoubled his efforts to be a valued member of the party, working toward their goal with all his strength and ability and knowledge.

In reality, he had cottoned on to their feelings about his loyalty, and their intention to betray him when he was most vulnerable. By throwing them into just a little confusion about where his loyalties now lay, he had distracted them into making a tactical mistake – the energy pseudo-plane where he was most vulnerable was now behind them, and the energy pseudo-plane where he was strengthened and reinforced was now approaching. They were quite surprised when he attacked from behind! In his dying declaration (I try to give one to all PCs and ex-PCs, and to significant NPCs), he told them that their words were clever, and plausible enough to be dangerous, but no matter what his head told him, this was a question of Faith; he had seen through the deceptions and past their lies, and had given his life in the service of his people.

The character was originally conceived as a religious zealot, a Temple Guard and Junior Priest – and that’s what he remained until the end. But his reactions were never quite what the PCs were expecting: philosophy and treason (against his people) and heresy (from the point of view of what he had been raised to believe) when in a position of dominance, honesty and self-sacrifice and loyalty (to the party) when he was most expected to betray them, and most vulnerable to attack – a form of moral judo that has kept the players guessing until the end.

4. Appearance

…of characters

You can tell a lot with someone’s appearance through the principles of symbolism and iconography. Making the people’s costumes representative of some aspect of their cultural foundations permits the description of the character to do double-duty: not only describing the individual, but ‘sneaking in’ bits of the culture. Take a close look at the DVD extras on the Lord Of The Rings concerning subjects like designing the costumes and weapons for the Riders Of Rohan, and the Elves, and so on, and you will catch on very quickly.

…of objects and architecture

But it’s not just the characters whose appearance can inform the players. ANYTHING of the culture can be designed into a clue from the information generated when creating the culture, from the shape of the candlesticks to the architecture. There is a BBC series called Time Team about a group of archaeologists that travel to a different archaeological site with each episode and investigate it over a three-day period; the reconstructive methods and detective work that they demonstrate in interpreting what they find is a masterclass on this aspect of informative description. Sadly, the series has never been released as a DVD boxed set – I would buy it in a heartbeat. But there are a couple of DVDs out there featuring selected episodes, and these are a strongly recommended investment. It’s quite amazing how much can be determined from so little; if it didn’t happen right before your eyes, you would not not believe it. The same principle can inform and educate your players, without you ever needing to lecture them.

A source of scenarios

You can create a detective-style subplot, with spot rolls and knowledge rolls as appropriate, and let the PCs draw conclusions from the snippets of description that you provide. This is generally a purely role-playing scenario, and not enough to stand alone, but integrating it with a more general plotline is fairly easy. The outsider who is the only person everyone trusts (or mistrusts equally) to solve a politically-sensitive crime is an obvious example. Something strange going on down in the sewers is a tried-and-true classic. Having an enemy creature present as a diplomat, protected by the word of honor of the local chief, busy running around stirring up trouble, is an entertaining choice that I’ve used in the past; before the PCs can begin undoing the problems he or she is causing, they have to get to grips with what is acceptable behavior and why. This is especially effective if the troublemaker has spent some time in the culture and learned what ‘levers’ to pull – the players can actually see knowledge of the society working against them!

Benefits to players

The culture itself becomes a source of inspiration, enriching the campaign both directly and indirectly. By creating scenarios that directly derive from the campaign setting, the entire campaign becomes more tangible to the players. Further, by showing that the outcomes of those scenarios will become the building blocks upon which future scenarios can derive, it gives the players a sense of ownership of the campaign and a deeper level of involvement.

Benefits to GMs

On the other side of the GM Screen, having a culture defined this solidly makes it far less work during play to bring it to life. It shortcuts some of the creative processes for the future by simplifying cultural descriptions into root causes and practical ramifications, while sustaining and concentrating the uniqueness’s that distinguish this society, and this campaign, from any other run using exactly the same rules set. And, as free bonus, it helps bring scenarios to life and offers opportunities and suggestions for new ones!

This article will conclude in part 4, to be published here soon. Subscribe now if you want them delivered straight to your inbox!

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Distilled Cultural Essence – Part 2 of 4: Expressing a different society, Section 1


This entry is part 2 of 4 in the series Distilled Cultural Essence
Pakistani man praying

Pakistani man praying

This is the second part of a four-part article. The first part gave a relatively straightforward technique for creating a unique society; this part and the next (which were originally intended to be the whole article) gives some techniques for conveying the uniqueness of the resulting culture to the players, selling them on its credibility, and exploiting it for scenarios and subplots. The fourth discusses how to extend the technique and results into other areas.

A different society makes itself apparent to the PCs without a lot of briefing material in 4 ways: What the locals say, How the locals behave, How the locals react, and What the locals and locale look like.

In other words, through Expression, Behavior, Reaction, and Appearance.

1. Expression:

A brief snippet of dialogue in another language, no matter how poorly rendered by the GM, helps to cement in the player’s minds that this IS a different culture. Translating key nouns and names into appropriate language enables them to be inserted into normal speech and acts as a constant reminder, and as a spice to encounters and scenes.

The best approach is to select an appropriate human tongue and find an online translator, then render the result back into something more-or-less phonetic. Thirty minutes spent compiling a list of terms and names and place names, and translating them, is time well-spent. Instead of describing something as a sword, referring to it constantly as a Tetsashi (an invented pseudo-oriental term I came up with on the spot) not only serves as a constant reminder that it is not a sword, but that these are not your feudal Europeans. It SELLS the difference to the PCs.

It also provides a slight accent to your voice that also helps in making the new society real. “Tetsashi komo ka buku sa” is gibberish, but it SOUNDS very impressive, and repeating it to yourself each time one of these people goes to say something will bring a distinctive lilt to your voice. To get in character with the Pseudo-Hungarian accent that he used in Babylon-5 as Londo Mullari, Peter Jurassic had only to say to himself “Mister Garabaldi” in the unique manner of Londo to be able to deliver pages of dialogue in character, with accent.

Dealing with Tongue-twisters

If the phrasing doesn’t skip off the tongue easily – and sometimes it won’t – work with the result, extending the vowel sounds to fill the gap until you can get your tongue around the next consonent. One of the characteristics of the language might be that it is slow to speak!

Or you can introduce an easily-pronounced one- or two-syllable extra phrase into the language that you insert whenever your tongue starts twisting, Baroom-ba-doom! This should be part of the Key phrase already, or appended to the phrase following a comma or dash. It should feel like part of the key phrase – the “baroom-ba-doom” wouldn’t fit with the “Tetsahi” example phrase, but something like “Ka”, which is present in the middle of the existing phrase already, would.

A useful tool In-Play:

I like to create an index card with the key phrase on it, or to put it in the page headers when writing a scenario based around the society. That way, I always have it at my fingertips.

2. Behaviour:

The generation method for new societies focused on perceivable differences and the social imperatives, history, and pressures, that had created them. The whole point of this approach was to determine how the behavior of this unique society could be made obviously, visibly, different to the PCs.

The result should be a number of different behaviors that can be simply described – without explanation – to the PCs each time they hit the streets. There will obviously be some aspects of the behavioral uniqueness that will be better saved for private conversations, so pick and choose from amongst the consequences you’ve identified.

Emotional Responses to Stimuli

It has been pointed out by philosophers a number of times that we can never know exactly what is going on in someone else’s mind; the best that we can do is to observe behavior and reactions, equate them with our own experiences, and by inference and association, make assumptions about what the other person is feeling. If you see a character’s nostrils flaring, his eyebrows lowered, eyes tightly focused in an unblinking stare, teeth gritted, and cheeks flushed, we can infer that they are angry. But even then, the human tendency to seek self-control gives rise to a number of opposites. Some people become ice-cold and rigidly controlled in anger, others have no self-restraint at all and immediately act on their rage. It is often quicker and easier for the GM to simply state “He’s angry,” but for the players to be able to really feel the anger, the full list of expressions has to be recited.

That said, over-use weakens the effects. A good compromise is to use just one of the expressions each time (a different one), and to do the rest with tone of voice, either by description or by the GM’s performance. Reserve the full list for when it really matters, or when the reaction will be unexpected.

Non-Western Cultures

But the preceding paragraph is all about creatures that are basically human, and western in cultural orientation. Most RPGs feature characters that do not fall into those categories, either constantly or occasionally. Many Asian cultures express anger with increased calm and emotionless; their sentences become shorter and more declarative, and their phrasing and manner less emotional, but those are the only outward signs of anger. They may be seething inside, but do not show it lest an enemy gain advantage (perhaps the most perceptive PC might notice the slightest hint of narrowing of the eyes, or something similar).

Non-Human Cultures

And that’s still within the range of ‘human’ – how do Elves express anger? Biologically, they are NOT human. How about Orcs? These differences should, as much as possible, be extensions of the fundamental concepts of the races – so Orcs, who are prone to violence, might express anger by becoming restless, shifting from foot to foot, ready to charge.

Player Contributions

Some of this work does not have to be done by the DM; if a player is running an Elven character, a pleasant evening (or a long email correspondence) can be spent discussing how the Elves will express different emotional states. This then becomes part of the ‘Bible” for that race in this particular campaign, to be used as the basis for other elves.

Show, Don’t Tell

But we have wandered slightly off-topic, so let’s get back on track. The PCs, through the GMs description of NPC behavior, observe activities and reactions that are – in their experience – abnormal or unusual. They can ask their local guide (if they have one) why certain things are being done, or a bystander – but often few of them will know the answer, and even if they do, they may struggle to articulate it. At best, the PCs should be able to discern the subject matter of the cause.

When they meet someone who is better educated on the relevant subject, they can ask them – but a better education usually brings with it a personal perspective on the world and a personal agenda to go with it, either or both of which can, and usually will, color the response.

On the other hand, the PCs can ignore the behavior – which can create problems for them when they expect people to react in certain ways and don’t get the expected reactions. A character attempts to start a fight by insulting an NPC, only for the NPC to respond in kind, laughing harder and harder the whole time. Or perhaps a joke is a mortal insult to a grim and humorless populace.

Orcs: An example

The slightest difference can have a huge impact: Orcs are often portrayed as violent, hardy, resistant to disease, and – by human standards – disgusting. They are also often viewed as poor, living in wastelands where life is a constant struggle (and where no others could survive). That implies that food is hard to come by, and that waste would be a huge affront. Perhaps, like the Inuit, they would use everything and waste nothing. A rabbit would be dressed, and the intestines used for crossbow strings or laces or glove fingers; the fur would be used for clothing; everything edible would be consumed, then the bones used in a soup, then they would be dried and bleached and carved into bone needles and small daggers and jewelry and cups, and heaven knows what else. Perhaps the use of a metal sewing needle is perceived by Orcs as a rejection of the bounty of the earth? But more importantly, how does the concept of “waste nothing” and the characteristic of “resistance to disease” impact funerary habits? I would submit that it might well be accepted and acceptable practice to consume the bodies of their own dead, and that a social custom would rise around this. Since this practice would enable the tribe to survive otherwise impossible times, it would be a time of celebration, a feast commemorating the dead and thanking them for the magnificent gift of fresh meat, bone, and worldly possessions. The practice would also have religious overtones – the death might be viewed as a gift of the Gods, a noble sacrifice made to strengthen the tribe.

If the PCs were to rock up announcing the death of the Chief’s son, “but we gave him a decent burial”, they would hardly be expecting a warm welcome, but would probably be enormously surprised when every Orc tribe in the vicinity swore blood feud against them and their species for ‘desecrating the dead’. Or, if they were on a diplomatic mission, they might find themselves in a very awkward position on being invited to a feast!

The more the GM understands the behavior of different cultures in his game, the more scenarios will emerge naturally from in-game events. This gives a campaign a foundation and depth that money cannot buy!

This article will continue in parts 3 & 4, to be published here soon. Subscribe now if you want them delivered straight to your inbox!

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