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Beyond the Game I: Handouts and Props


This entry is part 11 of 14 in the series GM Toolbox
GM Toolbox

What tools go into your GM toolbox?

Written by Michael Beck, with contributions and editing by Da’Vane.

GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments about your own tools, tips, and techniques at the end of this post.

There are plenty of things you can do beyond the core game as GM to improve everyone’s experience. There are points where roleplaying interacts with real life, sometimes with negative impacts on the game itself.

Some of the following are not just a GM-only job. However, your players often expect you to be responsible for these things, simply because you are the GM, and that’s reason enough.

In this part, we will go over ways to improve your game experience outside the game using handouts and props, as well as a campaign newsletter.

In part II, we will cover some of the issues around organising the game itself, including finding players.

In part III, we will cover the ways in which you can improve your abilities as GM.

Creating Handouts

Handouts are a great way to give your players a large chunk of information, which they don’t have to remember. Of course, this large chunk of information can be hidden in less important information.

The style of the handout will often reflect the in-game character who has written it, and can add a lot of flavour to the game. A tool can help you here not only to come around the problem of bad handwriting, but how to create and organize your handouts quickly and easily.

Michael: I use the standard office programs and connect them with fonts I find on the net. For getting the style of how a handout is written, it’s a nice tool to have a similar real world text.

If I want to write something prophetic, I search for some nice bible verses, which I can alter to fit. When I want to write a riddle, I search for poems and alter them.

It’s a bit harder to write in the perspective of an NPC, but here my NPC creation tools help out.

Da’ Vane: Handouts are great for providing large chunks of information, while also giving your players something tangible to hold and sift through. Often a handout can feel like a reward, even though it’s really just a clue to more of the story.

If you like espionage games, dossiers are a good target for handouts, and help reinforce the mood of the genre. The players can receive a bundle of papers to sort through at their leisure, and work out what is important and what is fluff. You might include photos, evidence reports, and other files using this show, don’t tell method.

Lots of adventure games improved their worth by including extras to read through to provide additional information that you didn’t automatically know when to use. The Infocom adventure games were particularly famous for it.

It’s also a good way of handling lengthy monologues the PCs would otherwise have to sit through – often at the start of the game. A pile of news cuttings beats having to sit through a lengthy one-sided briefing where they are told what to do.

Props

Props are a great way to increase the mood at the table. Players will be quite surprised when you actually put the mysterious, rusty dagger right into their hands.

Besides that, it can is a great reminder as to which PC actually has which items.

You may want to create props, buy them or improvise them. Sometimes you might have some prop and build the adventure around it, so you can get this prop into use.

Michael: Tools for props can be actual real life tools, depending on your crafting abilities. Mine are just awful, so that’s nothing for me.

To be honest, I’m not working much with props. For a Cthulhu campaign, I once scribbled mysterious symbols on my mirror (there was something about mirrors in the adventure).

The props that come to the most use in my games are item cards for my Fun-One-Shots. In these adventures, I made cards similar to my reward cards for items. The player who holds the card actually has the item.

Da’ Vane: I don’t use props either, and it’s not something that’s covered by a lot of games. However, the Fighting Fantasy and Advanced Fighting Fantasy Roleplaying Game series did advocate the use of props, and every scene they included had ideas for props for the scene to make it more enjoyable.

Whether it was having a stick to wave around to pretend to be a wand (or to poke the players with, in some cases) or an odd-tasting concoction for the players to drink when they were required to use a potion, there were a ton of ideas how to get more from your games using props.

This may have been because Fighting Fantasy and Advanced Fighting Fantasy were extremely simple systems, so featured a lot more roleplaying than engaging with the system, and anything to encourage this roleplaying was emphasized, from acting to handouts to minis.

Johnn: Props have featured several times in the Roleplaying Tips Newsletter. For more props and handout ideas, check out Props Contest Entries One, Two, Three and Four.

You should also check out Tips On Making Creative And Informative Player Handouts and How To Use Props In Your Games – 8 Tips.

The Newsletter

A newsletter about your game is a lot of work, so don’t underestimate it. However, there are also great benefits from it.

The newsletter can be packed with all kinds of information, such as the world and its history, deeper descriptions of NPCs, house rules, and whatever else you think is reasonable to tell the players in a written form.

It’s great if you have tools here to decrease the amount of work by at least a bit.

Michael: I’m stunned by the easy handling of Microsoft Office Publisher, especially by its templates. There may be other publishing software out there, but I’ve never noticed them.

When I got my tablet notebook for work there had been the office stuff installed, so I just checked them out. This actually convinced me into doing a newsletter.

But a nice program is not everything – you still have to fill it with content. Here is the structure of my newsletter: Maybe it helps you to fill yours with content.

  • Page 1: There is a small box on the left side, below the session number and its date, in which is a short summary of that session. Below this is an index. The main articles on first page are a longer summary of last session, with introductory flavour text, describing a key action of the session (for example, a heroic description of how a PC died). Below these is a small section about house rules, unusual usage of skills, new feats or spells, and other rule related stuff.
  • Page 2: Here I have plenty of space for going into more details of certain aspects of last session. If they met a new NPC, he could be described in more detail here. Did they find some hints? I gather them here. Did they enter a new town? I write down what the PC heard about it beforehand and so on. Also, other big chunks appear here like new prestige classes.
  • Page 3: This page is for history, tales, holidays and that kind of thing. One PC in my group is from another world, so he should know much less about the actual setting than the others. This is why only the others get this page. In compensation for that off-world PC, he gets a page only he receives. He’s playing a ranger, so he knows some tales and campfire stories. They appear here on the last page for him. I also add pictures and funny roleplaying quotes you can find easily on the net, which all players receive.

Da’ Vane: I have used a newsletter in just one game, and I found it was more effort than it was worth for my group. However, you can create a similar experience with a website or wiki, if you have one, and this often serves multiple purposes.

It’s easy to add out-of-game content to a website or wiki, much as you would with a newsletter, and then collate this information making it easy to access. Bear in mind copyright laws though. For many systems, including non-house rules on a website or wiki is a breach of copyright. And even though you are likely to remain undetected if it’s just for personal use, especially if it’s behind a login area, you can still get in trouble for doing this.

Overall, a newsletter or website/wiki with out-of-game content is probably only really beneficial if you have a long-term game or a long-term gaming group.

Johnn: Roleplaying Tips has some tips on campaign newsletters, a reader’s tip on campaign newsletters and a couple of newsletter examples.

About the Authors

Michael Beck considers himself a novice GM, but is encouraged in sharing his tips at www.spielleiten.wordpress.com (German language). Having played RPGs for roughly 10 years now, he accepts the challenge of living with his girl-friend, two cats, a non-finished PhD-thesis and two running roleplaying campaigns.

Da’ Vane, or Christina Freeman in the real world, is the owner of DVOID Systems, and the primary writer of their D-Jumpers series of products. With an academic background in science, especially socio-psychology, she is what many would regard as a “know-it-all.” However, the truth is that she doesn’t know everything about everything, but she knows a lot about a lot, especially about her passions which are games, stories, learning, and people. She is a consummate geek goddess, and yes, she is single if you feel like tracking her down and hitting on her some time….

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The Echo Of Events To Come: foreshadowing in a campaign structure


The Campain Structure series:
Back To Basics Part 1: Adventure Structures
Back To Basics Part 2: Campaign Structures
Back To Basics Part 3: Example: The White Tower
Back To Basics Part 4: Example: The Belt Of Terra


In my recent posts on campaign structure (refer the panel above), I made a big point of the need to foreshadow key events, situations, and characters. One reader wrote back asking if I had any tips for doing so, because it never seemed to work out right for him. So, here we go:

Foreshadowing Events

‘Events’ in this context refer to large-scale developments in the campaign background or setting. Changes in Government Policy, Invasions by Orcs, Magic Ceasing To Function – that sort of thing.

It’s important for such major changes to be foreshadowed because they are far less believable when they come out of the blue. Successful foreshadowing implies that the hints of what was to come were there to be read, if only people (read: The PCs) had interpreted them more closely.
 

A word of warning: Large-scale events in a campaign usually imply that someone or something – be it a plotter, a conspiracy, or economic factors – is responsible. The PCs will usually want to do something about whoever it is, and – if possible – do something about the consequential events. Plan accordingly.

Each of the examples cited would respond best to a different foreshadowing technique or group of techniques. Between them, they should encompass just about all the options. So let’s look at each example and consider ways to successfully foreshadow its occurrence within a campaign.

Changes In Government Policy

These never happen in isolation; there is always a triggering event, or sequence of events. Those events can be political or military or economic or social or just about anything else you can think of, providing that the triggering events are widespread enough or significant enough. In fact, when you come down to it, such changes are always a response to one of two possible causes:

  • A sudden emergency
  • A growing need or trend

A sudden emergency
The only real difference between these two is that a “sudden emergency” doesn’t give forewarning, it comes out of the blue.

You may be asking, ‘Doesn’t that contradict the entire concept of foreshadowing?’ – if so, the answer is no.

An emergency is caused by someone or something. To foreshadow the response to the emergency without compromising the surprise element of the emergency itself, all that is needed is ensure the players have heard of the the cause. Floods can be foreshadowed by a weather report forecasting heavy rain. A terrorist attack can be foreshadowed by a media report about trouble in the region from which the terrorists derive (or, worryingly, by a sudden silence from such areas), or by a politician railing against terrorists, or by well, anything that would remind the players that such groups exist in the game world.

More exotic solutions can be the release of a disaster movie (that correctly forecasts the crisis to come – at least in part), prophetic visions, rumors, or even news of a similar disaster elsewhere, or side-effects of the precursor events. The latter is used in both Volcano and Dante’s Peak. These build-ups can be quick or slow, as the GM sees fit – the only rule is not to be too consistent about the timing; some events should be brought to a slow boil, while others should be an explosive ramp-up.

A growing need or trend
This is even easier – all that needs to be done is to show the growing need or trend and have people talk about it. An example from forthcoming events in my superhero campaign: The political party in power when the game starts will be strong supporters of the PCs organization, and will lend them public and political support. The opposition party will be placed in the difficult position of opposing something popular (the PCs organization) or seeking to establish control over it. At the same time, there will be numerous other problems which will make the existing government unpopular with the electorate, despite the boost in popularity that they get from associating with the PCs, so the election will be a line-ball decision. By the time a general election rolls around, both party’s policies will be well-established by news reports and political analysts – so any change of government policy will follow a change of government, one that almost everyone can see coming. Even if the existing party is returned, they will be forced to compromise their support of the team. The election outcome is the event that triggers the change in policy, and the pre-election build-up is the foreshadowing.

Invasion By Orcs

This type of event requires a different style of foreshadowing because the PCs do not have direct access to the news. To properly foreshadow this event, the best approach is a four-step process:

  1. Establish a pattern of orcish attacks on outlying regions. The aftermath of a few of these will be found by the PCs, but most will simply be rumor and traveler’s reports, and widely exaggerated.
  2. Once the PCs have had time to get used to this pattern, have it stop suddenly. No announcements, no commentary, just stop all mention of the Orcs. Only when a player asks about the fact that you haven’t mentioned them in a while (or some equivalent statement) will you announce “Actually, come to think of it, you haven’t heard much about them lately.” No explanations, and keep it as off-hand as possible.
  3. At this point, let the PCs stumble across altars out in the wilderness on which various wild animals known to be totems of power to the Orcs have been sacrificed.
  4. Finally, wherever the PCs happen to be when the Orcs actually invade, let someone – it might be a nearby NPC or the party cleric or whatever – experience a vision of untold swarms of Orcs crossing a rise, thick as ants.
Magic stops working

This is another situation that I’m working up to in one of my campaigns, and that’s telling no secrets! In this case, I have established in the campaign background that magic is becoming increasingly unreliable, and that the mages have discovered various stopgaps like drawing magic circles in the earth to overcome this. These started out being just a circle, and have now become extremely elaborate – to achieve the same effect. The trend is obvious, so much so that the central goal in the campaign is doing something about it.

Foreshadowing A Situation

A “situation,” in this context, is a personal event or crisis. Foreshadowing such an event involves the introduction and gradual alteration of a character (usually an NPC) who is central to the situation.

Again, here are a trio of examples to illustrate the process:

An old friend of one of the PCs gets into serious trouble with gambling debts.
This is a situation in which the foreshadowing consists of three steps:

  1. Introducing the friend;
  2. Providing subtle clues that the old friend is a gambler;
  3. Letting the PC discover that the friend has secretly been in moderate financial trouble for reasons unrelated to his gambling.

All this makes it abundantly plausible when the friend is attacked for gambling debts, or comes to the PC desperate for help because he needs to raise a hundred thousand dollars in a day or two, or however the GM wants to introduce the main plotline.

Without it, the player has no time to get invested in the relationship with the NPC and won’t care two hoots when he gets into trouble – oh, he can feign it, because the NPC is the PCs friend, but he won’t feel it.

A family member acquires a terminal illness
This is slightly more involved than the gambling debts problem because you want to elicit a stronger reaction from the PC. That means more involvement with the character in advance of the real crisis, and hence a longer lead-up.

  1. Once again, as the first step, we introduce the character, making sure that there is some reference to his sporting or exercise activities (even if it’s as simple as “he’s carrying a squash racket”).
  2. The character gets a promotion or his business picks up – anything to keep him from getting his regular workout for a while.
  3. Introduce the character’s wife and children.
  4. Have the character get mixed up in some sort of incidental way with some other plotline. Make it convincing enough and the player will think that this second plotline involvement is the reason for the character’s presence in the campaign, and let the guard down.
  5. A couple of social encounters with the character and his family will continue to lull the player into a false complacency.
  6. On one of those social encounters, the NPC will experience shortness of breath and complain that he can never seem to find the time to exercise properly any more.
  7. At another social encounter, the character will complain about being tired all the time, but will be otherwise enthusiastic about the future.
  8. As social encounters continue, the character will lose weight, at first slowly and then drastically. This is so opposed to what the player would be expecting of someone who has stopped exercising regularly that it should worry the PC. He might even go so far as to insist that the NPC go to the Doctor for a check-up. By now, the relationship between the two characters – PC and NPC – should be firmly established.

The stage is now set for the NPC to learn that he has a terminal illness. If I were running this plotline, I would research the stages to acceptance of such illnesses, then develop subsequent encounters with the PC reflecting those.

Of course, once the illness is established, there is no longer any need for the NPC; depending on the GM’s plot needs, he can die in an unrelated accident, or go downhill rapidly.

As with the gambling example, the key to making this plotline plausible is the slow build-up that establishes the relationship between the PC and the NPC, then putting the PC almost in the position of trying to convince the GM that there is something wrong. Forcing the PC into that stance forces him, subconsciously, to accept the situation and to defend that acceptance vehemently. In effect, he takes the clues that the GM has offered and uses them to do three-quarters of the work of convincing him of the situation on his own.

An obsessed NPC begins stalking the PC
Most cases of stalking involve a trigger event, some act of courtesy or friendliness that the stalker misinterprets. This can be as subtle as a look in their direction (or even a look straight down the barrel of the camera), or as overt as sticking up for the NPC because the PC doesn’t like the way some bullies are treating them. It can even be as little as the stalker identifying with the subject’s situation or history. Once the stalker starts to fixate, no further stimulus is required for the ‘relationship’ to develop; they think the subject is speaking to them, or that they are the perfect partner to the subject, the cure to all their ills (even if those troubles were fictional to start with). Even denials and outright rejection are often not enough to deter the obsessed character.

Translating all that into in-game events generally requires a slightly less subtle approach.

  1. The stalker needs to be established as a personality. The target PC needs to know that the NPC exists. The NPC should exhibit some form of emotional instability, though they may mask it well.
  2. A trigger event occurs as a subplot within some other plotline. This could simply be the NPC seeing an interview with the PC, but this plotline generally works better if the PC saves the life of the NPC, or comes to their rescue in some way. Failing that, something needs to throw the two of them together briefly – making the lab partners, or making the stalker president of the AV club who is setting up the equipment for a media event or press conference, for example. In D&D terms, good solutions are the confrontation with bullies, or the PC accidentally knocking a (fragile) object out of the hands of the NPC and then apologizing and replacing the broken item.
  3. The initial obsession should result in behavior and actions that the PC is not aware of. Collecting photos or news clippings or other souvenirs, for example.
  4. The second stage should come when the NPC alters his clothes to either look like those of the PC, or to make the NPC appear “more attractive” to the PC. If the PCs favorite colour is red, the NPC will start wearing something red all the time.
  5. letters and gifts from the NPC should start arriving. Initially, these will be sweet or thoughtful. As this phase progresses, they should become more and more disturbed and disturbing. Often, these will be unsigned, or anonymous in some way – “Your True Love” or something along those lines.
  6. The PC should gradually become aware that the NPC is nearby at unusual times, unusually often.
  7. Declarations of affection and support should be daily.
  8. When the PC confronts the NPC, it signifies that foreshadowing is complete and the player is ready to ‘accept’ that the NPC is a full-blown stalker. The NPC will begin performing extreme actions to get the attention of the PC, becoming more and more unbalanced. Attempted or even successful murder of rivals for the PCs affections; Kidnapping the PC; bizarre rituals to cleanse the PC of the ‘mental control’ exerted by others that is forcing the PC to reject the NPC’s advanced, deciding that they are meant to be together in the next life and not this one (intended Murder/Suicide), and so on.

The progression is to start with an ordinary encounter and use an unnatural recurrence of events to slowly suggest that the NPC has developed an unhealthy fixation.

The most (deliberately) over-the-top example in media that I can point to are the two episodes of The Flash (TV series) in which Mark Hamil appears as The Trickster. This can also be useful reference because you only have to tone it down a little and slow the development a little for it to become completely plausible in a roleplaying setting, and – because it is so over-the-top – the phases of activity can be more easily identified.

Another fruitful avenue of research is to consider the stalker to be “addicted” to the PC. Researching and applying the stages of alcoholism to such a relationship over a period of time can produce an utterly believable situation.

Foreshadowing A Character

Completing the trio of types of foreshadowing is one that crosses over with the previous examples: foreshadowing a character. This essentially means making the players aware of the existence of a given identity or role before that character or the NPC who fills that role actually appears in the campaign. Such foreshadowing comes in three basic flavors: Tertiary, Secondary, and Primary.

Tertiary foreshadowing

Tertiary foreshadowing is three steps removed from the actual character being foreshadowed. It doesn’t name the character or describe directly anything concerning the character; instead it describes the consequences of actions carried out by the character or in his name. At its most effective, these hints (properly read) give the background of the character being foreshadowed, or at least its most recent highlights.

  • “Did you hear that someone bought the Mill, outright?”
  • “The Thugs all had this business card for the Artemus Foundation in their wallets.”
  • A vision of an exploding galaxy disturbs your sleep.
  • News Report: “An influx of new investment drove the Stock Market up today.”
  • “They say a mysterious figure dressed all in golden silk and wearing a red mask paid them to attack us.”
  • News Report: “Wanted criminals continue to elude the FBI. All indications are that they have gone to ground somewhere and are staying out of sight. An FBI spokesman stated that the criminals had, in effect, ‘locked themselves up’ but that sooner or later they would make a mistake and be discovered.”
Secondary Foreshadowing

Secondary foreshadowing name-checks the character or role responsible, but does not directly involve the character.

  • “I heard that nobody has ever seen this mysterious Archer Newberry who bought the mill. The whole deal was done by lawyers and messengers carrying instructions and gold.”
  • “The Artemus Foundation is a non-profit research organization seeking to develop new methods of criminal rehabilitation. It was founded by a recluse, Hugh Maleric Ashton, supposedly after a neighbor was robbed. No-one knows where Ashton comes from, or where he got his money. He is also going to sponsor the next US Open Golf tournament, in the name of the Foundation.”
  • “He’s a refugee from another galaxy, which he says was blown up by the army of the warlord Anachron, and wants to know if he can stay here.”
  • News Report: “A series of brilliant investment coups today made Lincoln Shade the wealthiest man in the world, and an overnight trillionare. Although initially suspected of insider trading, an SEC investigation of the transactions showed them to be legitimate. Shade, trading under a number of pseudonyms, fronts, and agents, seems to possess an uncanny ability to forecast the market’s reactions to other acquisitions and sales. Mr. Shade declined to be interviewed.”
  • “This is the third mysterious figure in gold silk and a red mask that we’ve found and taken down. None of them know why they did it, if they are to be believed, and they all report having dreams of a Golden Castle in the clouds.”
  • News Report: “In a daring jailbreak today, convicted killer Warton Melange, better known as Cyberslay, escaped custody. Cyberslay was broken out of prison by several of the FBI’s ‘most wanted’ list, none of whom had any previous known affiliation with each other. The FBI are speculating that some organizing mastermind, who they have named ‘Mr Zero’, was gathering an elite group of criminals for some nefarious purpose. An unnamed FBI source told BNS News that the name signified the fact that the FBI knew absolutely nothing about ‘Mr. Zero’.”
Primary Foreshadowing

The third and final type of foreshadowing involves one of three things: A direct representative of the character being foreshadowed and who therefore knows something about him; a direct appearance by an NPC who will eventually be discovered as the character being foreshadowed; or a direct communication from the character being foreshadowed.

  • The Mill is closed. A note on the door reads, “This primitive abomination is closed and will be demolished on behalf of the owner, Archer Newberry. All employment is terminated; all former employees are released from their contracts.” Nearby, a farmer with a wagonload of wheat sacks is worrying about whether he can reach the nearest alternative in Wikleshore before nightfall, and how much they will charge – and whether he will earn enough from the flour to pay his taxes. As he prepares to saddle up, another farmer arrives to announce that the Mill at Wikleshore has been closed by its new owner, can he get his wheat milled here?
  • NPC: “Hi, I’m Quince Peartree. I’m a reporter for the Wallowing Gazelle and I’m conducting an investigation into the mysterious ‘Hugh Maleric Ashton’. I wonder if I could have a few minutes of your time?” PC: “You’re joking, right? You couldn’t come up with a better pseudonym than that? So, who are you, Really?”
  • Announcement on all radio frequencies, worldwide, simultaneously, in the local language: “People Of the Milky Way Galaxy: By granting refuge to a known agitator and terrorist, your galaxy has committed an act of war against the Empire of Anachron. You have 24 hours to surrender or military operations may commence against you without further notice.”
  • News Report: “Lincoln Shade today announced the conversion of his entire holdings into the purchase of the national debts of several neighboring small countries and issued foreclosure proceedings against the governments of those countries due to their inability to meet their debt burdens in timely fashion. He has also issued eviction notices to all residents of those countries, pending the resolution of his foreclosures. Legal council to the United Nations stated that there was nothing illegal in these actions, which have the potential to create a refugee problem of unparalleled magnitude. Shade has warned that squatters who remain on his private property will be shot without warning.”
  • A PC discovers a clue in the national record: Twelve years ago, a gnome came to the Royal Court seeking funds to develop a device he had devised called a ‘Dreammaker’. He was turned away by the father of another PC, who served as a minor bureaucrat in the court at the time, and reportedly left for the Kingdom of Dallac in the hopes of securing backing there.
  • “Mr. Zero”‘s Henchmen were just spotted near the Cowsill Point Nuclear Reactor…
Foreshadowing Unlimited

While it can help if you have an idea as to where the plot being foreshadowed is going to head, it’s often not strictly necessary. In the case of some of the examples given above, the nature of the ultimate encounter with the character being foreshadowed is pretty obvious. The foreshadowing leads to an inexorable confrontation of some type. But with the Mill plot, for example, all I know is that someone is undermining the economy and food production of the country or region – who “Archer Newberry” is, and why he’s done the things attributed to him, I have absolutely no idea.

A Big Example

I’m going to wrap this article up with a big example from the planning for my Superhero campaign, an entire character plot arc that will form a subplot for several years of game play before coming to a head. The basic plotline for this plot arc was developed in collaboration with Blackwing’s player, after assessing the character’s current mental and emotional state, and the vulnerabilities that result. In particular, it was decided that the character is currently:

  • Inclined to trust anyone who seems supportive;
  • Inclined to mistrust his own judgment; and,
  • Susceptible to feelings of frustration and doubt.

In this plot, someone publishes a book that would destroy the PCs’ reputations, and they must ride out the media storm that results without making things worse.

Foreshadowing is used very carefully in a number of ways in this plot arc: The NPC is established before they have any plot significance; the relationship itself develops naturally, with occasional stumble; the NPC plays a prominent role in several other plotlines unrelated to their main plot; and the lengths to which the character will go in order to achieve their goals is established quite early in the developing relationship.

Oh, yes: the discerning may note that this was based on, and in parts echoes, a plotline from The West Wing.

Dismembering The Code:

BW identifies the plot arc. This is an abbreviation of “Blackwing Plot Arc”.

Each major event or step in the plot arc is then indicated by a two digit number – “00, 01,” and so on.

Some events are broken down into substeps, indicated by an alphabetic character – “BW03a” for example. These either occur simultaneously or successively – this usually clear from context.

Some substeps are so significant that they are further broken down into events, also identified with a two digit numeric code, for example “BW17h01”.

If you study the events of the plot arc closely, you will notice that some of them have been shifted in order to better fit in with other events and plotlines.

Some abbreviations

“BW” refers to Blackwing. Aside from the team brick, he’s also a detective. And a living dimensional interface, though that doesn’t really play much of a role in this plot arc.

“RA” refers to the “Runeweaver Addiction” plot arc in which one of the PCs is found to be addicted to magical power-ups.

“St B” is often used as an abbreviation for “Saint Barbara”, the team leader and media spokesman, named for the patron saint of artillerymen and others who deal with explosives.

“Champs” and “Z-3” are both abbreviations for the PCs team. “The Champions” are their parent team, and the team’s public profile; to the parent team, this group of characters are known as “Zenith-3”.

“V” refers to Vala, a psionic member of the team with emphasis on information-gathering abilities.

“IMAGE” are the government agency which has been put in charge of liaising with the PCs. While they have no direct authority over them, the PCs operations would be greatly hampered if IMAGE were opposed to them.

“BC” refers to “The Bright Cutter”, which is the team’s (slightly small) starship, and the self-aware computer system that runs it. Another major plotline deals with the question of whether BC is a member or a slave to the PCs – one of several plots relating to the rights of “artificial people”.

The Plot Arc
  • BW00 – St B meets the reporter when both appear on a Talk Show.
  • BW01 – Meet Reporter – after RA13
  • BW02 – First Date w/reporter – after RA15
  • BW03 – Second Date w/reporter interrupted by emergency (BW has to leave, reporter tries to convince him to take her with him) – after RA16
  • BW03a – Reporter files story on the emergency & on Champs readiness to go into action at any time – sympathetic piece
  • BW04 – Third Date w/reporter – after RA25 – an emergency right in front of them – she meets rest of team – date resumes afterward – steps up the seduction, first sex (at her place)
  • BW04a – The morning after
  • BW05 – “On The Job” encounter, Reporter gives info that helps in a case (Lunar city?)
  • BW05a – Reporter uses insights to give a more thorough report than anyone else
  • BW06 – “On The Job” encounter, reporter gets into trouble trying to “get closer to the story”, was confident BW would rescue her
  • BW06a – Reporter files inside story of the mission – first arguement?
  • BW07 – Fourth Date w/reporter – asks for more explanation about something, puts finger on weak point of incomplete St B press conference, sex at her place
  • BW07a – BW’s expanded explanation is used to clarify press conference/official line – second arguement?
  • BW08 – Reporter comes across trouble, calls BW
  • BW08a – Reporter files inside story of the mission
  • BW09 – Fifth Date w/reporter, asks BW to spend the night (her place)
  • BW10 – Sixth Date called off (her deadline), Reporter asks if she can meet BW at base later, spends the night in his room
  • BW10a – The next morning meet staff and computer. NB: NO story follows, builds trust
  • BW11 – Team uses reporter to leak a story to bait a trap – reporter warns there will be a quid-pro-quo sometime
  • BW12 – Reporter again spends night in BW’s bedroom – gets inside scoop on a mission but doesn’t use it, makes a point of that with other team members / base security
  • BW13 – Big story inadequately explained – Reporter calls in favor from BW11 for the real story, manages to spin it to protect the real secret while giving the inside story – trust escalates
  • BW14 – Reporter asks to spend a day “on the job” with each team member, doing an “in-depth” profile for a series
  • BW14a – A day with St Barbara (BW’s reaction)
  • BW14b – A day with BW
  • BW14c – A day with RW
  • BW14d – A day with Kzin
  • BW14e – A day with Vala
  • BW14f – A day with the Knightly Building + Bright Cutter
  • BW15 – In-depth profile series appears, revealing insights into team personalities & history that team might have wanted to keep private, but that might have been identified by a keen observer
  • BW16 – A big story that the team had been hoping to sweep under the rug is exposed by the reporter – focus attention on the ethical conflict the reporter has been “dealing with”
  • BW17 – rumors of a forthcoming book, a tell-all expose being written under a pseudonym, reach the team via a gossip column
  • BW17a – St B is able to verify that there IS a book
  • BW17b – IMAGE ask Vala & BW to investigate the book to discover what is in it
  • BW17c – Vala & BW are able to ascertain that whoever wrote it has received a six-figure advance
  • BW17d – Vala + BW are able to get their hands on a partial galley – revelations are dynamite – BW as a convicted Killer, RW as something akin to a Drug Addict, St B as a sexual predator, Kzin as a human-hating megalomaniac, Vala as a revenge-thirsty invader of secrets, off-dimensional origins of the team, team as a political tool brought in to shore up support for the Throne
  • BW17e – Reporter asks BW about the rumored book
  • BW17f – Vala discovers that the reporter is the author – as she uncovers a new chapter describing the team reaction to the book – does she tell BW?
  • BW17g – Resolve the reporter plotline – she reveals that the sex was great but only a means to an end, “the people have a right to know who and what they are dealing with – I’ve done it before and I’ll do it again”
  • BW17h – The book is published. Effects, aftermath: “The Crucible Of Opinion”
  • BW17h01 – copies are distributed to all members, instructions to review them immediately, anywhere in the book they are mentioned – we have to know what to expect in fallout
  • BW17h02 – St B reacts to content questioning her morality and trustworthiness
  • BW17h03 – BW reacts to content suggesting that he is a corrupt ex-cop and a homicidal killer
  • BW17h04 – RW reacts to content describing him as a drug-addicted ex-soldier who lives in a fantasy world with little resemblance to reality
  • BW17h05 – Hevth reacts to content describing him as a fanatic incapable of loyalty
  • BW17h06 – V reacts to content describing her as a naive pawn, incapable of self-assertion or critical self-analysis
  • BW17h07 – BC reacts to content describing him as a servile automaton with delusions of independence
  • BW17h08 – KB reacts to content describing it as a failed, even dangerous, experiment in machine intelligence which has been corrupted into thinking itself the equal of a living being
  • BW17h09 – “The staff want you to know that you have our full support. We’ve got your abck, just tell us what you want us to do.”
  • BW17h10 – St B reacts to content about the other members
  • BW17h11 – Gov’t reacts to content – “The Champions have our full confidence.”
  • BW17h12 – RW reacts to comments about the other members
  • BW17h13 – Media requests for interviews go ballistic – they weren’t this heavy even when the team first arrived
  • BW17h14 – Hevth reacts to content about other members
  • BW17h15 – Public opinion is strongly polarized by the book. Those who distrusted or opposed the team already attack with venom, those who supported them defend them with passion.
  • BW17h16 – BC reacts to content about the other members
  • BW17h17 – The initial media response fans the flames of the vitriolic election campaign currently underway – “the timing is simply too coincidental to be plausible” for some. The book is seen as an attempt to deflect attention from the very real political problems of the Empire. Curiously, some attack Z-3 for participating in such a loathsome charade, while others consider them victims of a bureaucracy capable of any extreme.
  • BW17h18 – The Knightly Building reacts to contents about the members
  • BW17h19 – A spokesman for the former government condemns the new government for their lukewarm support of the team, describing the official response as “damning with insincere platitudes”. They point out that they were fully supportive, and that the Throne encouraged this; but the reformers first act apon assuming power was to order the team to disband. This latest statement shows that the government cannot be trusted and should never have been elected and should now be impeached.
  • BW17h20 – Protesters begin to assemble at the Knightly building. Police and security are concerned, caution against inflaming the situation.
  • BW17h21 – BW reacts to content about other members and the knowledge that his relationship with the author led to all this
  • BW17h22 – Media begin showing news footage & photographs of BW and the author together in public. Some suggest that the Champions actively encouraged the book as a ‘safe’ way of leaking things without putting the public offside, and that the new gov’t disbanding the team was a response to learning these secrets and distancing themselves from the team. Others suggest that she has sanitized the book, and there is a lot worse still hidden.
  • BW17h23 – Vala reacts to content about other members and to their reactions to everything that is going on.
  • BW17h24 – IMAGE (ie the civil service) demands an official media policy & press conference to deal with the book. “Control the message or the message will control you.”
  • BW17h25 – Team meeting about these events to agree on a response
  • BW17h26 – The team hold a press conference
  • BW17h27 – Security report that fans and supporters of the team have started to gather for a 24-hour vigil of support outside the Knightly Building. The police are setting up cordons but things could turn ugly with any provocation – and both sides are doing their best to provoke the other.
  • BW17h28 – IMAGE’s legal experts report that there is nothing actionable within the book; because they are legally0-registered eccentrics, they are not covered by or subject to normal libel laws. Legally, public or media can say anything they want to about the team.
  • BW17h29 – Protestors and supporters clash, and the situation around the knightly building devolves into a riot. Police want Z-3 to stay out of it, you would only inflame the situation.
  • BW17h30 – Gov’t (ie politicians) demands an increased media presence by the team over the next few days.
  • BW17h31 – St B is interviewed about the book and whether it represents a breach of trust, and whether or not there’s more and worse.
  • BW17h32 – V is interviewed about her relationship with St B. Interview is constantly disrupted by religious extremists.
  • BW17h35 – Hevth is interviewed about his loyalty and trust issues
  • BW17h34 – RW is interviewed about the allegations in the book concerning him.
  • BW17h36 – BC is interviewed (remotely) about his role in the team and how long he’s been with them etc.
  • BW17h33 – BW is interviewed about his relationship with the author. When did it end? Does he feel betrayed? Does he still have feelings for her? etc
  • BW17h37 – St B is (sympathetically) interviewed about the reasons for secrecy
  • BW17h39 – BW is invited to return serve on the author and spill any dirt she doesn’t want to be public.
  • BW17h40 – RW is asked how his teammates really feel about the book
  • BW17h38 – V is asked how all this looks from an alien perspective.
  • BW17h41 – Hevth is asked what he really thinks of his teammates
  • BW17h42 – BC is asked about his relations with the team and why they have kept him a secret
  • BW17h43 – St B is informed that the media are beginning to find other news to occupy them, and that the media storm roused by the book is fading. There remain the usual number of requests to interview her (as much because ratings always spike when she appears as because of the current situation), and there are a few requests for Blackwing – normally an unpopular interview subject – because of his close relationship with the author, but that the real media darling to have come out of the whole episode is the Bright Cutter – they can’t get enough of him. Requests to interview him are running two-to-one compared to St B’s normal – they are calling him the “forgotten Champion”. The current expectation is that the book will be a three-day wonder, and this is day three.
  • BW17h43a – Vala, RW, and Hevth are informed that they have no extraordinary media requests for today and can resume their normal schedules.
  • BW17h44 – BW is interviewed, but the focus is on his new-found eligibility. What sort of girl does he like? Or has this whole experience soured him on women? After the interview, the reporter tells him to chin up, he’s almost out of the goldfish bowl – the public are losing interest in the story, and the press will soon follow. And, in case he’s gotten the wrong idea, she’s happily married already!
  • BW17h45 – Bright Cutter is interviewed about his impressions of the Empire. How much of it has he seen? What did he like? Where else has he been? How did it compare?
  • BW17h46 – St B is interviewed about the difficulties of those in sensitive positions maintaining outside relationships in general. The book is never explicitly mentioned.
  • BW17h47 – BC is interviewed about his perspective on the political questions. He dodges the briar patch with great professionalism while reaffirming an overall moral stance.
  • BW17h48 – St B is interviewed about the coming season’s fashions, and her uniforms, and whether or not she would ever consider letting a professional designer work with her wardrobe choices.
  • BW17h49 – BC is interviewed about his perspective on religious issues. He again avoids trouble without offending anyone. Several church Ministers try to trip him up but it quickly becomes clear that he is VERY expert in theology, has read every Holy Book on Earth=Halo, has perfect recall, and can quote from them at length. He soon has them tied in knots over their refusal to denounce criminal acts (base on West Wing episode I). If he keeps this up, she might be able to hand over the job of Media Liaison.
  • BW17h50 – St B is advised that the BC has accepted an invitation to be interviewed by one of the most controversial religious right-wing fundamentalist figures on the radio, something every other member of the team has managed to avoid by listening to the advice of IMAGE’s media dept.
  • BW17h51 – BC is interviewed by the radical fundamentalist reporter. He is polite for a while and then takes total control of the interview, publicly humiliating her over her extremist position. (base on the religious critique in the West Wing). It looks like it’s going to be a whole new PR disaster for the team, but at the very end he confirms his support for religious tolerance and the rights of individuals to choose for themselves; he doesn’t have any final answers, and even if he did they would not apply to humans anyway. What he cannot abide is religious intolerance and bigotry and evil cloaked in the pretence of righteousness. He then reminds her that she insisted that he reveal his thoughts on the subject.
  • BW17h52 – BC is finally asked what he thinks about the contents of the book. He systematically tears its credibility to shreds, while maintaining that on the occasions he met “Miss Lawrence” she was not at all biased or deceptive; he is quite sure that the book was reedited by an unknown third party to attack the team’s credibility, putting the most hostile spin possible on every statement it contains.

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What’s In Store For Johnn In 2012?


2012Last week I revealed my crash and burn in 2011 and a new commitment to not biting off more than I can chew.

So this week’s post is going to be a bit on the conservative side, and I’m going to talk a little about my plans for 2012 and a little about where I think the state of the gaming industry is at.

Better Project Management

First up, let me brag about my current organization system. I developed it as a result of taking on too many projects and commitments last year.

I needed a system that would provide me clarity on what I’ve got on my plate at any given moment, plus facilitate my penchant for coming up with new ideas all the time.

I have experimented with many organization systems, and landed on GTD plus MyInfo software.

I still use these for workflow and information management because they are superb.

But I also needed a project management system that would help me stay focused.

As luck would have it, the web team at work switched to the Agile method of working, and it’s paid them huge dividends. Agile prevents you from tackling too much. It keeps you focused on what needs to be done next. It allows you to queue up as many projects and ideas as you like, but it keeps you focused on the task at hand.

Agile also helps control scope creep, it helps you launch projects faster so you can get feedback sooner, and it creates a more robust working environment.

So, I studied the team’s implementation of Agile management and crafted my own version of it to help me control my projects. So far, it’s awesome. I’m getting more done, faster.

It’s still early days though, having just emerged from the phoenix of 2011, but things are looking solid for 2012 in terms of managing my own projects and keeping the sanity.

Game Writing

In 2012 I will continue to write GM tips, advice and how-tos. Some content will be for the Roleplaying Tips Newsletter, a bit will be for Campaign Mastery, a bit will be for ebooks and reports, and some will be for various websites as guest articles to help me spread the word about Assassin’s Amulet, Faster Combat and other products from Roleplaying Tips Publishing.

Business Writing

Since forming Gamer Lifestyle with Yax of dungeonmastering.com fame, I have discovered I love business writing as well.

In the same way I enjoy breaking down GMing tasks and writing about them in how-to or step-by-step fashion, I enjoy doing the same for online entrepreneurs.

Taking my experience from running RPT and Gamer Lifestyle, from writing and publishing various books over the years, and from my various day job endeavours, I will be doing more business writing in 2012 to help people learn how to start up and run profitable side businesses from home.

Most of this writing will appear on the Gamer Lifestyle site or as ebooks.

Faster Combat

The world’s first online GMing course is a huge success. By the time this article gets published, Faster Combat will have its 100th member!

Tony Medeiros from Leonine Roar and I have created a course that is guaranteed to help you cut your combat time in half while you increase the drama and tell better stories at the same time.

It’s amazing seeing the 52 lessons you receive come together and the depth of material covered. Feedback from members has been tremendous, as well. I published several testimonials in a recent Roleplaying Tips issue, and GMs are loving the how-to and actionable advice.

I’ll be working on spreading the word as much as I can about Faster Combat in 2012. If you could tell your gaming friends about the GM course, I’d sure appreciate it.

Legacies Campaign Setting – More GM Toolbooks

Mike Bourke has an amazing vision for the Legacies Campaign Setting that kicked off with Assassin’s Amulet in October.

We called Assassin’s Amulet a GM Toolbook because it’s as much a GM campaign tool as it is a resource for assassins in your games as villains and NPCs. I talked about this last week, so this week I’ll move on and say 2012 will bring the next title to the series.

Legacies #2 will delve into the other end of the spectrum – paladins. But, of course, things are not always as they appear, and Legacies #2 will be a GM Toolbook with depth and twists to help your campaigns rock.

The RPG Industry in 2012

Not only do I think there are more gamers than ever before playing RPG, but I think the time has never been better to get into the industry, especially for self-publishing.

The Biz Side of Things

I run the Gamer-Lifestyle.com site with Yax. It teaches you how to publish your own RPG work and to make your first dollar online within 90 days. So this endeavour might have me donning my rose-coloured glasses, but hear me out.

I do not work for a big tabletop RPG company, nor have I ever worked for one. I’ve always self-published and been in the trenches with my fellow game masters. So I do not have the expensive industry data some companies might buy or develop to see the big picture.

However, think on this. Pathfinder is kicking ass. Paizo reports Core Rulebook sales in 2011 were more than sales in 2010, and those books flew off the shelves in 2010.

Though this is a broad generalization, I stand by the statement that if you give gamers what they want, they will love you for it, buy your stuff and spread the word to their friends.

Again, I do not know what the big picture for profits are for the likes of Paizo, WotC and such, but for us small publishers, this is extremely encouraging news.

We don’t have huge payrolls to meet or stockholders to assuage.

We can create cool gaming products that gamers want and do a good business that helps pay off the mortgage, pay the bills, or better yet, pay for more gaming stuff. :)

Further, the barriers to entry into the publishing world are non-existent. The tools are now available for gamers to publish their stuff for little to no monetary hurdles.

And the great news for us gamers is the level of quality continues to rise in fan-based and small-publisher based materials. That’s because tools for publishing are making it ever easier to produce quality stuff.

At the heart of RPG for a lot of us is homebrew. We craft our own worlds, adventures, house rules and game systems. The hobby has always had a grass roots do-it-yourself culture, which is what makes the hobby so much fun.

And companies like Paizo who support this, who allow fans to create stuff and publish it for free or for a few bucks, understand this aspect of gaming and help keep the hobby alive.

And there’s never been more ways you can stand on the shoulders of others to get your creations out there, with all the cool free systems that give you license to create stuff with their rules for their fans. Fudge, FATE and Savage Worlds come to mind.

For a guy who grew up during a time when the industry leader would seek out fan content and have it removed from the internet, this is nirvana.

All this means more choice for gamers who just want to play stuff, not publish or create it. And the rising quality of amateur (as in amateur – love of) creations adds even more pleasure to our games.

Marketplaces like RPGNow.com, Paizo’s store, LuLu, the Kindle Store and others give RPG enthusiasts more choices, more ways to share their content and more ideas than ever before.

Another trend on the biz side of things that indicates to me small publishing is thriving is kickstarter.com. This service allows gamers to vote with their wallets on the gaming stuff they want to see created.

For RPG businesses, Kickstarter reduces risks and helps them do market research before investing time and money. And the number and variety of Kickstarter projects continues to rise, as does the number of projects that meet their green light thresholds! More great news for everyone.

The Gamer Side of Things

I’ve already covered most of the points I wanted to make about why the industry is thriving. But to recap, gamers have more choices and better quality choices today. They are supported and encouraged to create content and share it for certain games. And they have lots of services and venues for sharing their content where gamers gather online.

I also think the number of casual RPG players is on the rise. Again, I have no stats for this, and it’s just hand-wavy optimism based on feedback I get from my websites and newsletter.

But there is a growing group of casual gamers out there. When they get together with friends, they ponder their options and sometimes pick an RPG to play. More RPGs are available for single night gaming than ever before.

Some of these gamers will become hard core, like us. :)

In addition, virtual tabletop gaming is on the rise. WotC has their new VTT software in beta, and their are lots of other options such as Fantasy Grounds, ScreenMonkey, MapTool and Battlegrounds.

There is also forum gaming and play-by-email.

So, while industry projections on gamer numbers based on purchasers of big company products might show the number of gamers worldwide has dropped, those numbers do not show the truth.

And I think there are more gamers than ever before. Some casual, some virtual, and most playing a wider selection of games. This means a more splintered community, but also more opportunity.

Why more opportunity? From the publishing side, you can create niche products perfect for a specific group of gamers because there are so many choices you can appeal to.

From the gamer side, the chances of running into a gamer, former or current, is better than ever before. Gamer friends are easier to find as well.

What’s Your 2012 Going To Be Like?

So enough about me, my goals and my hand-wavy industry musings.

What about you? What kind of goals have you set for 2012?

Hi! I’m Mike Bourke, the other primary writer here at Campaign Mastery, and I’m hijacking-slash-gatecrashing the tail end of Johnn’s post to drop in a few words about where CM, & I, are going to be heading in 2012.

Thursday Posts: These are part of my weekly routine now, and I’ve still got lots to discuss. So these will be continuing. I have a number of articles series that I want to wrap up, or at least carry closer to a conclusion, and there’s that Ask-The-GMs backlog to finally deal with. You start these things with the best of intentions…

Monday Posts: Come february, all of our stockpiled content for these posts will have wrapped up. I’ve started doing sample posts for a number of new columns to generally positive but limited feedback, and these will continue. The aim with these posts is for them to be a lot shorter than my more epic Thursday articles, but I’ve tried to keep it short before, without notable success. How long is a piece of elastic? All I can say is that these will be as lengthy as time, subject matter, and inspiration, allow.

Best Posts: This list in our right-hand-side menu is long overdue for an update. This is high on my 2012 to-do list.

More Assassin’s Amulet Add-ons: A couple of technical problems and the real-world Holiday season disrupted schedules as soon as they were announced, but the intent is still there to value-add to purchasers of the product. There’s a good month or so of work to do in getting them out – and it’s to give me a bit more time to knock these over that we’re running Johnn’s posts this week and last, and the big wrapup to the GM’s Toolbox series.

Legacies Product #2 This has more working titles than a TV series in development by committee, but the central vision is clear for this product. In fact, a good quantity of it has been designed already, at least through the preliminary stages. So we’re hoping to get the first draft of this book done by mid-year – and for it to be somewhat smaller than AA! – and get it out quickly thereafter – while avoiding all the panic and rush of this year. The Cover Art contest for AA was really successful, and if it’s at all possible, I’m keen for a repeat of that this time around. As Johnn has revealed, the next entry in the Legacies Campaign Setting will revolve around All Things Paladin – including that never-ending source of friction in gaming, the alignment system and its restrictions.

Other Ebooks: We still have lots of plans for other e-books. In fact, if time allowed, we already have enough content for 18 or so. It doesn’t, but I want to at least get a few out. I also want to find the time to work on a couple of unfinished e-books of my own.

There are also a host of little things, some of which have been on my to-do list for a couple of years now, but that keep getting shunted aside for higher priorities. I have 76 almost-done designs for a logo for Campaign Mastery and some ideas for a matching favicon, for example. Little stuff like that, which have been stewing away in the background for quite a while.

Finally, on the personal/gaming side, I’m really excited about the long-planned return of my Superhero campaign after a year’s hiatus. This might very well be the last superhero campaign I ever run, because I’ve thrown every idea I’ve got into it! Except that I keep thinking up new ones…

There’s lots of fun planned for 2012, so hang around, OK? If the world ends (I’ll bet $xxx it won’t) because the Mayan Calandar is about to recycle itself, I want to go out gaming!

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The Foundation Of Averages: Psychohistory and RPG Rules


Confession Time: This is not the article I intended to post today. I simply ran out of time – after my sense of the day-of-the-week was thrown off by the Holiday Season, leading me to start late. Normal service will be resumed as soon as possible!

Over the last few weeks, I’ve re-read the Foundation series by Isaac Asimov. I’m sure most of you are familiar with the premise: scientist develops a statistical treatment for predicting the future, discovers that the Galactic Empire is past saving, but develops a plan by which the intervening dark ages can be cut from 30,000 years to just one millennium. In later years, he revisited the original trilogy with additional titles such as Foundation’s Edge which modified and expanded the core concept a little, reflecting the somewhat simplistic view presented originally, but that remains the core premise of the stories. From that foundation (no pun intended), the narrative describes the history of the “Foundation” which is to form the nucleus of the new Galactic Empire.

Every time I read this series, I am reminded of how much Psychohistory resembles some of the rules of an RPG – or should that be the other way around?

The Statistics Of A World

Most fantasy games don’t bother with whole-world statistics; being conducted at a more “human” level, there’s no need. Most science-fiction games, on the other hand, deal in multiple worlds, and therefore need some means of describing them and their relationships. This has been true ever since original Traveller, and I don’t expect it to change any time soon. The simplest such systems cover planetography, population levels, socio-political structure, planetary wealth, tech level, and law level – and most people reading this will already know what those terms mean, they are reasonably self-explanatory. More complex systems may deal with biosphere, climatology, ecology, and any number of other sophisticated and complex subjects. In order to make these useful in a game setting, they need to be reduced to a series of quick tables, one per subject, describing the standard characteristics of a particular type of world within the parameter specified. The most sophisticated systems actually use hidden logic to bias the results on subsequent tables according to the results of earlier tables, restricting randomness in the name of rationality and conceptual cohesiveness. For example, if you picked “Desert World”, the system would consider the impact of that environment on the society and modify the likelyhood of a given social structure accordingly, then use that result to modify the Law Level, and so on.

As GMs, we are interested in generating one world at a time, and as a result, we don’t tend to tend to see the forest for the trees. This is where “psychohistory” and RPG world generation go in different directions: We use the equivalent of “psychohistory” to develop profiles of individual worlds, rather than gathering statistics on hundreds, thousands, or even millions of worlds and using them to generate statistical profiles.

Does that mean that there would be no value in our using a computer program or spreadsheet to generate a statistically-significant number of worlds and then analyzing the results? Most GMs would say yes, but I have a different opinion.

You see, another of our characteristics as GMs is that we love to tinker with rules, especially when it comes to random-generation tables for things like worlds. But because in those sophisticated semi-random systems, changing one variable’s probability profile can have significant flow-on consequences, we are often in the dark as to the large-scale ramifications.

For example, if we decided that dry worlds and water worlds were both just a little more probable than the sort of “balanced” world that we live on (because they are exotic and a little more interesting), that could alter the number of planets with a given social system, or law level, or any number of other factors. It would mean that certain forms of technology would be more economically productive than others. It would mean dietary changes – fewer land animals and more seafood. Spices derived from shells would probably be more common, and hence cheaper, while other spices might be more exotic and expensive. “Farm worlds” with substantial arable land would be politically more significant, and wealthier – they would be objects of desire in wars. All that would tend to concentrate military power in such locations, and political power usually follows – so the galaxy is divided up into small fiefdoms consisting of a farmworld “capital” in the centre and a surrounding halo of desert worlds and water worlds.

If we knew all this in advance, we could tailor campaign backgrounds appropriately, and generate appropriate adventures that feel like they “fit” the environment, adding to the verisimilitude of the whole campaign.

If we don’t, the campaign background will not quite fit the galactic “environment” and the adventures will not quite ring true. This can undermine the campaign in ways that the GM can’t predict, and he will never be entirely sure of why it didn’t work.

The Simulation Of A Nation

National simulations tend to be a lot less developed, and may even be omitted altogether. Many games tell the GM to pick a government type and a wealth level and leave it at that. That can be because the authors realize that many of the genre conventions tend to fall apart when analyzed closely, especially in fantasy games.

Don’t believe me? Try this exercise for size:

One-in-five D&D adventurers (let’s say) survive to progress to the next character level. The rest either retire or are killed. Let’s further assume that one in four retire, and three in four are killed; and that it takes an average of 6 months to gain a character level. When characters reach 20th level, there is nowhere else to go, so they will retire and start doing something else. If humans start earning character levels at the age of 16, and the average human lifespan is 35, how many adventurers of a given level are there in a Kingdom of 100,000 people?

First of all, one in five progression means that for any given character level, there are proportionately five times more characters at the next character level down. So, we can do a table relating character level to population representation:

20= 1
19= 5
18= 25
17= 125
16= 625

…and so on, until we reach:

1= 19,073,486,328,125 (a blatantly ridiculous number).

Next, we can count the number of retired or dead adventurers by subtracting the results of each level from the results one level higher:

19= 5-1=4
18= 25-5=20
17= 125-25=100

… and so on, until we reach:

1= 15,258,789,062,500 (still an outrageous number).

Applying the 1-in-four retirement vs. death ratio gives the number of these who survived and retired:

19= 4x 1/4 =1
18= 20x 1/4= 5
17= 100x 1/4= 25

Recognize this? It’s the same pattern we started with, just stepped down one level. Eventually, we will reach:

1= 3,814,697,265,625 (yet another outrageous number).

Next, let’s look at the aging progression: At 6 months per character level, it takes 10 years to reach 20th level. Presumably, all survivors who reach 21st level will retire, as described in the assumptions. Starting at 16, the characters will be 26 years old or less when they retire – leaving them with 9+ years before they reach the average age of death, and then an increasing likelyhood of death over the next 35 years.

You can look at the 6-month timeframe as establishing a “school term” length for adventurers (presumably the school of hard knocks) [assuming a stable population level, for simplicity]. What we have looked at so far are the relative proportions for just the students who enter in a given “school term” – six months later, there will be another, and six months after that another, and so on.

With this approach, it can be seen that the number of retired adventurers of any given character level will be the number from the current ‘school term’, plus the number from the previous one, and the number from the year before that, and so on.

1 (current) + 1 (previous) + 1 (before that) and so on gives 20 “school terms” whose members still have active adventurers, plus (9 years / 6 months = 18) more who have not reached the average death age, plus an equal number past the average age of death (by definition), or:

2 x (20+18) = 2 x 38 = 76 = the multiplier to convert the single class numbers to the whole-population numbers.

But, since we’re only interested in the proportions, and this multiplier applies to all character levels, we can ignore it, and stick to our already-established ratios.

When you do the math, it works out that 81% of retired adventurers are 1st level, 15.4% are second level, 2.9% are 3rd level, and the remaining 0.7% is spread amongst the other character levels.

Or, to put it another way, out of every million adventurers:

810,127 will be 1st level
153,924 will be 2nd level
29,165 will be 3rd level
5,509 will be 4th level
1,037 will be 5th level
194 will be 6th level
36 will be 7th level
7 will be 8th level
1 will be 9th level
And everyone of higher level is swallowed in rounding error – so there’s less than 1 of them..

Without knowing the ratio of adventurers to non-adventurers, that’s as far as we can go.

Why This Doesn’t Work

Characters tend to encounter enemies of roughly their own character level. If you’re 8th level, you can expect most encounters to be with characters of 6th to 10th level. This is done because anything else is less interesting to play. But it’s not reflected in the population stats.

So the entire concept falls apart when any sort of basic mathematical analysis is applied to it. That means that there is something wrong with our base assumptions, or there is something wrong with the game system that we are modeling.

The key number here is the “1 in 5”. Not only is this not very reflective of the typical PC experience, it is the reason we get such ridiculous numbers for the first level population. Now, I’ve seen suggestions over the years that this number should be as high as ten-to-one and as low as 2 to 1.

At 2 to 1, there will be 4 characters of 16th level for every million population, so this is a far more reasonable number. But it has a marked effect on the average level – it goes from what is obviously 1-point-something-low to 3.6. Or to put it another way, more than half the population have at least 3 levels.

Economic Impact

You get even more interesting numbers by applying the average character wealth from the DMG to the different population levels. The results show a marked “lower class” at low levels, to a dominant economic class, and then a diminishing share of the overall economy as levels rise still further. There are lots of calculations and assumptions that go into these results, but the general pattern remains – characters at or near the average number of levels have substantially more economic power than those removed from that average. Higher level characters have more wealth but this is offset by a paucity of representation; Low-level characters have little wealth but great numbers; and somewhere in-between, there is a ‘sweet spot’ in which these two factors give a single population subgroup many times the economic power of anyone else.

The Value Of Understanding

In fact, by using the average wealth, you can work out from the overall wealth of the country how many adventurers they have (on average), and from that, the population.

But how much more useful would it be to have a set of tables or calculations that combined national wealth, socio-political structure, and a base population level, to determine the relative representation of different character levels? To know, up-front, that there was (say) a 4% chance – one-in-twenty – that any given NPC would have 8 character levels?

How would such knowledge affect player behavior?

How would such knowledge – assuming it was comprehensive and not limited to this single factoid – affect the way the GM thinks about his game world?

Population Dynamics

Sadly, this sort of analysis is not available, and it doesn’t take much analysis of the quoted numbers in any rulebook to determine that the reason is that it wasn’t done by the designers. Instead, they usually seem to pluck numbers out of thin air that “seemed reasonable at the time” without testing them for validity.

In fact, I’ve only ever seen one game product that even made a start on the subject – “Medieval Demographics Made Easy”. This was a PDF that I obtained through RPGNow, from memory, but at the moment it is not available from there – even if memory is not playing me false. Fortunately, it lives on through this website and the tools that it links to.

The reason for this is simple: it’s extraordinarily hard to do. It takes easily ten or twenty times as much time and effort per page of game supplement – and I speak from experience, as I have such a project currently sitting on the backburner at 20,800 words or thereabouts. It was supposed to be about 10,000 words and take a month to write; instead, it will be three or four times that length (when finished) and have taken well over 6 months. Along the way, I’ve easily done 100,000 words of analysis and logic that won’t appear in the game product when it’s finished, beyond a quotation of the end results.

The Reactions Of Fictional People

Everything in a rules system can be subject to this sort of statistical analysis. For example, taking rules for NPC attitude adjustment and applying them to a statistical population can be used to determine how the general population will react to any given situation, in broad terms, how favorable treaty terms will be, how successful that population group will be in negotiations, and so on. It doesn’t take a huge understanding of the history of the 20th century to observe the impact that these things can have on a population – one of the major reasons for World War II was the impact of the Treaty of Versailles on Germany.

Elves are often described as being a “fair” race, very attractive to look at, well-spoken and facile of tongue. How many GMs have considered what that means in terms of the diplomatic prowess of the race, and the accumulated impact of who-knows-how-many negotiations with outcomes slanted in the Elvish favor?

Throw in the average lifespan information provided, which shows various races as living much longer than humans. Yet, this doesn’t seem to show up in their skills – an elder Elf should be an expert in a dozen or more fields and a dilettante or hobbyist in at least twice that many. There should be specific details given with the race concerning this; there isn’t. There should be specific rules about characters with out-of-date skillsets; there is not.

How much more formidable does an Ambassador become after an extra 50 years or more of experience?

Too few GMs take the time to think about these aspects of their game world and its populations, then extrapolate to a broader political and social expectation.

This Means War!

It was by applying these techniques to the rules of standard combat that I developed the game systems that I presented in my multipart Blog Post, ‘This means WAR! Making huge armies practical’ in March 2009. I can’t think of a better illustration for the principle (or conclusion to this post) than pointing readers who have not come across it in the past to that 6-part series of articles.

Have a great week at the game table!

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2011 In Review For Johnn


2011 Goals

How high do you dream?

2011 was a great year and a terrible year for me for writing and gaming.

I suffered a bit of burn out, got a couple of awesome gaming products published and gamed monthly instead of every other week for much of 2011.

Let’s delve into my goals for last year, and then I’ll reveal my #1 lesson learned that I think might apply to you, as well.

Here are the things I said I wanted to accomplish in 2011.

“Goal #1: Hit every scheduled Campaign Mastery post”

“My blogging schedule will probably change in early 2011, but no matter what it is I will hit every deadline. Last year I missed two out of 52 deadlines. This year I aim for zero.”

Well, my schedule did change. Due to time pressures, I stopped blogging here at CampaignMastery.com in the fall. My articles trickled off and the great GM Toolbox meta GMing series took their place.

Unfortunately, it looks like I’ll continue hitting the pause button intermittently for the foreseeable future as there are various projects I need to tend to this year.

Mike will still be publishing his awesome, in-depth articles at least once each week. I will be blogging here too, but just not as regularly.

GM Toolbox will also conclude in a few weeks for those looking for closure on the final techniques and tools Michael and Da’Vane have in store for us.

“Goal #2: Maintain current series, start new series”

  • Ask the GMs – We answered a few questions this year, including a couple times over at RoleplayingTips.com. And we always answered the questioners by email. However, we have a huge backlog to clear up, and until that’s under control we’ve removed the question form so we can catch up.
  • Hazards – I did not end up revisiting this in 2011. It’s on hold for now, though I’m thinking of rolling it into the Faster Combat online GMing course.
  • Hooks – We released 50 Assassin Hooks, but did not add further to this series.
  • Generators – The Q-Workshop series was excellent, but we did not follow-up with a new series of similar generators last year.
  • iPad reviews – I did get to post a few of these, some at RoleplayingTips.com.
  • City building – This one got done in the form of government design for your cities. When you consider the roots of power in your world, many interesting adventure opportunities surface!
  • Stat blocks – This series remained on pause last year.

Mike also has two new series out: Ghosts of Blogs Past and Pieces of Creation.

“Goal #3 Books”

We released one book plus the world’s first course for game master this year. So, I’d consider this goal a success.

Assassin’s Amulet debuted in October to critical acclaim. We called it a GM Toolbook, because Assassin’s Amulet is a 300 page resource for all things assassin in your game, including rarely touched upon aspects of world building and campaign management.

A new GM Toolbook is under development. More news on that is coming.

Faster Combat opened its doors to members in October as well. It’s a 52 week training program for GMs guaranteed to cut your combat time in half!

Co-produced with Tony Medeiros of LeonineRoar.com, Faster Combat teaches you how to design combats, manage encounters and master the rules while adding story and drama all at the same time.

While Mike and I had plans for more releases this past year, a 300 page GM Toolbook and a 52 week GMing course did get published, so I’m very pleased about that.

“Goal #4 More contests and giveaways”

“I aim to run one contest or giveaway per month.”

I did not hit this stride, unfortunately. However, we did manage to hold at least four contests with a whole bunch of software and books as prizes.

“Goal #5 DM 12 times this year, play 12 times”

I hit my GMing goal! But the GM of the campaign I was to play in folded up his screen due to work commitments. Boo!

“Goal #6 Roleplaying Tips Newsletter”

“Continue to publish this every other week and pack every issue full of GM tips and ideas. I would love to see an HTML, PDF and mobile-friendly edition this year, but I have not solved those problems yet.”

Success here too. I even went weekly for a few weeks. However, no HTML, mobile or PDF version saw light of day. There was not enough time to get to this.

“Goal #7 Gamer Lifestyle”

We opened the course for a limited time to let new members in this year. Check out the new website we setup for Illusionary Press for their Illfrost campaign setting.

We also launched new RPG business ebooks, including RPG Business Plans and Wake Up Early for those serious about publishing their RPG work.

My #1 Lesson In 2011

Overall, I hit a few goals and missed a few goals. In the end, key goals were met: publishing new products and gaming with friends.

However, the year started out looking like it was going to be a total disaster.

Assassin’s Amulet kept getting delayed. The thing about a project that gets delayed is its scope increases. While you wait you tend to add more ideas and content. This is great if you only ever want to launch “someday,” but bad if you want to finish a project and launch so you can launch other projects.

Further, delays mean you forget all the details of a project that allow you to be nimble during project conclusion and launch. Long delays meant losing momentum and forgetting plans and details. We compensated by developing a great documentation system using Google Sites, but still, that’s work that gets you no direct sales.

As a result of the delays, I started several projects. And worse, I got BSO syndrome. Bright Shiny Objects took the form of new project ideas. I kept starting projects and did not finish them or launch them.

This was my undoing. By summer I was burning out. Too many spinning plates from open projects inching along bottomed out my morale and energy.

As fortune would have it, my summer vacation hit at the perfect time. As I was thinking of packing things in, I instead had two weeks of rest and relaxation to ponder life.

First thing I realized was I was taking on too many projects and commitments and it was over-taxing my schedule. Second thing I realized was I had no end game. What was I ultimately doing all this for? This answer is critical because it allows a person like me to decide what’s important, and what to say no to.

I have journals filled with ideas. I love ideas. I get ideas at all times of the day and I write as many down as I’m able.

But a smart person knows to just pick one idea at a time and make it reality. A smart person knows it’s just as important to pick what you don’t work on as what he does work on.

Revitalized, I hit the end of August with a plan to meet all project commitments made to partners, and to cancel all projects that I was just working on by myself. I would use the fall to clear out my backlog and then decide what 2012 would be about.

Which brings us to today and my #1 lesson gleaned from last year:

Focus. Do one project at a time.

Some lessons keep biting you in the ass until you get them. I’ve learned that I needed to focus before. But still, the gleam from all those new ideas pulls like a certain ring in a pool.

I succeeded in launching or killing all my open loops in the fall. I feel like a new man. What to do now? If you say start a new project I’ll throttle you! lol.

Next week, I’ll fill you in on my 2012 plans.

For now though, why don’t you share how your 2011 went. Did last year go according to plan? Did you make any gaming goals and did you reach them?

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The Nuances of computer use in a simulated world


In Roleplaying Tips #536, Johnn ran a tips request (reproduced below) asking for tips on how to GM computer hacking. I decided that simply offering a few tips wasn’t quite going to cut it, and that the subject deserved a slightly more in-depth treatment.

I’m currently running a sci-fi future campaign where computers are an integral part of space station and starship security.

The rules include skills that allow dice rolls to hack computers. This is fine for the random security door or the like, but feels too random and flavorless to me to have more important events hinge on it (like when you are in the bad guy’s empty lair trying to extract secrets from his computer without tripping any alarms).

I’m not asking for a whole game built around computer use, but are there any interesting ways you or other DMs handle computer hacking?

Computers in RPGs: The Problems

Before solutions can be found to problems, it’s usually a requirement that the problems themselves be considered. Often, they aren’t even identified when you start, let alone articulated and analyzed. So that’s where I’m going to start.

The Legacies of Obsolete Iron

The first problem is that game systems often need to accommodate a whole range of computer systems with extremely varied hardware capabilities. Many of the key concepts stem from early mainframes, which could only run a few programs at a time. Compare the stats of a state-of-the-art mainframe from the early 1960s with the microprocessor in a new car from the year 2000, and you will find that the car has the better computer – it’s certainly better than the mainframe used for the Apollo missions, for example. (There are good reasons for that, related to proven reliability, but nevertheless…)

Similarly, compare a modern desktop computer with the stats of the Cray Supercomputer, famed as the Ultimate Computer in many TV shows and movies, and astonishingly, the modern desktop wins out over the liquid-nitrogen-cooled billion-dollar machine in most if not all respects. Processor speed, calculation rate, memory, storage capacity, storage retrieval rate, efficiency… just think about that for a minute.

Of course, physical reality means that this exponential growth curve in capacity, known (in terms of transistor count) as Moore’s Law, can’t continue, and in fact it seems to have leveled off in recent years – refer to this (slightly technical) article, for example, or this (somewhat less technical) blog post for the more generalist reader. Both are now a little dated, but the general principle remains.

But the fact is that much of the mass-media’s concept of what computers can and can’t do derives from the fancies of people back when Mainframes, also known as Big Iron, was the ultimate in computer power.

When I set out to create the computer rules for my superhero roleplaying game, I soon struck a fundamental problem in trying to not only modernize those conceptual standards, but to also accommodate the past and project into the future. The results were a bewildering rules draft of more than 60 pages length. There were three attempts at a conceptual rules framework prior to that monstrosity and two attempts at more abstract approaches afterwards before my co-writer and I finally struck a computer rules system that seemed balanced in terms of game performance, abstraction, and realism. That process took 8 years to complete.

Since I doubt most game designers care to spend eight years and six attempts in the creation of a relatively minor subsystem within the rules, it follows that most game systems have computer rules that are going to be inadequate at some point in time, and that aren’t going to be as playable as they could be. Unless someone’s had a stroke of genius, of course, that let them short-cut the development process.

There are always going to be:

  • Unreasonable limits on what a computer can do,
  • Unreasonable translations of real-world computer system capabilities into game-scale performance,
  • A juggling act between simulation and abstraction that will always fall short of the optimum, and
  • Frustration with the computer rules as a result.

While it cannot solve such problems, whatever solutions to the problems of roleplaying the interaction between a PC and a computer are offered should at least ameliorate this situation.

The Power of Tomorrow-tech

If the concepts of the past lead to modern problems of abstraction in game systems, trying to forecast the capacities of the computers of tomorrow is even more problematic – because it’s exactly the same problem, but compounded with the handicap of trying to foretell the future.

The scale of the problem can be demonstrated by considering virtually any movie or TV show in which computers play a significant role – from Babylon 5 to Star Trek to Hackers to Sneakers to The Net to The Matrix to, well, you name it. Events, and computer capabilities, not only outstrip the speculations within those shows almost immediately, it can easily be shown that in order to connect with a lowest-common-denominator audience, such outstripping is inevitable. Who, as late as the 1990s, could have forecast the iPod, iPad, Smartphone, GPS Navigation, or Kindle? (Hackers is notable for getting about half of the technical dialogue and computer concepts right – putting it way ahead of the field!)

Again, this problem will not be completely solved by whatever solution we adopt, but a good solution should at least mask the difficulties.

Computer Time vs. Game Time vs. Real Time

Computers don’t operate on the same time scale as people do. Preprogramming, and the ability to launch massive undertakings with a single mouse-click (or equivalent), means that a computer can do 10,000 things in the time it takes a person to do one. For example, trying to guess a password – a modern desktop computer can easily try 1,000+ password guesses in a second, proceeding in a systematic attempt to break security by brute force. The weaker the password or other security, the more quickly success will be achieved in this manner.

There’s an inevitable compromise between security and accessibility when it comes to such things. The strongest password is a long string of apparently unrelated characters and numbers – but those are hard to remember and harder to type in accurately and even harder to type in both accurately and quickly. There are various ways around such problems – using a password manager to generate complex passwords for you, or using some system to derive that seemingly random string of characters. I even once saw a program that had the rules and statistics of the English language built into it so that, given a pair of letters, it could generate a password of any desired length that consisted of the least-likely characters to follow the preceding one, with a random choice when multiple options were possible.

This discrepancy poses serious problems for the GM when it comes to PC-computer interactions, because it means that the number of actions that can be launched and completed by an individual in the cyber-world is vastly disproportionate to the number of actions that can be carried out by other PCs in the real world.

In fact, there are three serious problems that arise. The first is that either the GM compromises the effectiveness of computer technology, reducing the effectiveness of the computer to “human” standards, or he gives the computer hacker a vastly disproportionate share of screen time. This problem is exacerbated by game systems that operate on a binary “success/fail” structure when assessing skill use.

One Stands Alone

The second problem is that all this screen time is necessarily conducted outside of the group environment; essentially, it is solo in nature and not collaborative. The other characters can’t interact with the hacker while he’s in “hack mode” and he can’t interact with them.

For example, think about how much information on a target a good hacker could accrue while the other PCs are engaged in a 45-minute drive across town to the target. Even without doing anything illegal, just using standard tools like Wikipedia and Google, how much information can you get in that period of time on any given subject? Would 90 relevant websites – two per minute – be unreasonable? Most would come up early, later it would be harder to find something that wasn’t a redundant regurgitation of information already retrieved. It actually takes longer to assimilate the information retrieved than it does to retrieve that information in the first place; the core of the subject – whatever it is – will probably be retrieved in the first 30 seconds, and you’ll spend more time excluding unwanted data than reading relevant information.

You couldn’t wrap your head around a vast subject – for example Microsoft Controversies – in such a short span. But on any specific subject – say, the 2007 Cricket World Cup? You may not gain enough information to be an “expert”, but you can certainly expect to be an “authority” on an amateur scale in such a period of time – unless the subject itself is so broad as to be useless in any realistic context. (A Google search for 2007 Cricket World Cup brings up 26,300,000 references; being more specific with a search for 2007 +”cricket world cup” refines the results to the most relevant 9,350,000 results. Of course, you might not understand all the nuances without also reading up on the rules of cricket – fortunately, there are another 8,480,000 web sites out there to help with that. There are even 71,900 web sites that deal with the overlap between the two subjects. It took me more time to type in the questions than it did to retrieve the results.

How about something really specific: The thermodynamics of frozen mercury? Well, obvious search terms are “solid mercury”, “supercooled metal”, “supercooled mercury”, and “frozen mercury” – perhaps refining all of the above with the additional term ‘thermodynamics’. Those searches yield, respectively:

  • “solid mercury” – 107 million results, down to 1,120,000 with “thermodynamics” as an additional term;
  • “supercooled metal” – 900 thousand results, down to 93,300 with “thermodynamics” as an additional term;
  • “supercooled mercury” – 427,000 results, increasing to 680,000 with the additional term “thermodynamics” included(!); and,
  • “frozen mercury” – 17,500,000 results, reduced to 746,000 with the additional search term.

The searches took perhaps 30 seconds, and already I know more on the subject than I did – notably, that frozen mercury can be sculpted using liquid nitrogen – there’s even youTube video of it being done!

And that’s only using the net for information retrieval; a properly set up system with various operations scripted in advance can permit a more substantial interaction with any computer connected to the internet almost as quickly as you can click on it. Changing someone’s identity? Crack the site, locate the database, search it for the record you want, overwrite it. The more automated that process, the faster the whole thing happens; it would take some fancy programming to get it to the “point-and-one-click” standard of ease, but it’s (unfortunately) not that far removed from it now.

The Impersonal Face Of I.T.

The final problem that comes from the differential in speeds is that “interacting” with computer systems is an impersonal activity – a series of die rolls. There’s no real interaction, no real capacity for role-playing, in that approach. Player rolls a dice, GM interprets the results – that’s it. Not very satisfying.

In fact, this is a consequence of the first two problems and hence only indirectly related to the “computer time” issue, but this is at the heart of the problem.

The Request For Help

The request for help didn’t elaborate on the problem with computer interaction that was being anticipated, and doesn’t specify game system – just a vague hope that there’s something more than the “roll a die” approach that is the last of the problems identified above.

Well, don’t despair, because there is a solution!

Computers in RPGs: A Solution

Having layed out the problems that the GM faces in trying to referee the man-machine interface, it’s time to consider solutions – preferably, one solution that solves or at least minimizes all of the specific problems identified.

Simulation, Thy Aim Is Virtual

In the late 1980s and beyond, it has become fashionable to create a virtual world for characters to inhabit while interacting with computers in any deep, meaningful, way. This is a concept that quickly migrated into RPGs – notably Cybertech’s “Cyberspace” and TORG’s “Godnet”. The reason is simple: it holds the seeds to cure virtually all the ills described previously.

The reason for the effectiveness of a VR world as a solution to these problems is that it reflects a translation of machine-scale (especially in terms of time) into a character-scale interaction. By using metaphor and symbolism to represent the various barriers and problems that the character hacking the machine encounters, and the tools that can be employed to assist in the solution of those problems, VR-simulation recasts computer events into roleplaying events. With voice-recognition style input mechanisms and text-to-voice systems – both of which have been around for a decade or so in primitive form, but which have not yet achieved seamless functioning – the entire experience of hacking a computer can be re-envisaged in this fashion, and the conversation between computer systems becomes a roleplaying event between the character and his target.

For my superhero game, I wanted to come up with a new metaphor for the internet, as perceived in this fashion. What I eventually settled on was a term derived from the Aboriginal Natives of my Australian homeland, “The Dreamtime”. The principles of The Dreamtime are simple: Everything happens as a character-level interaction and on a human time-scale; there is ONE die roll per action which is shaped and interpreted to describe the entire encounter; each system has its own metaphor, its own virtual world if you will, so that each time you penetrate a new computer you enter a strange new environment that can be anything I can imagine.

Aggregation is your ally

Making this approach work requires two adjustments to your thinking; the first is “aggregation” and the second is “variable time”, which I will discuss in the next section.

Aggregation is the principle of loading multiple subtasks into a single overall task and using a single die roll to ascertain the character’s success or failure at that overall task. For example, let’s talk about the act of filching a set of blueprints from a villain’s computer. The subtasks are breaking through the outer security layer that protects the computer systems from outside infiltration, evading the anti-tampering measures that continually search for unauthorized changes, searching the system for the blueprints, gaining access to the blueprints, packaging the blueprints for transport out of the host computer, and escaping the system without detection.

You could have the character make six or more die rolls for these six or more tasks, but a far better approach is to consider them all one big task – getting the plans out of the target computer, creating a virtual world to represent the target computer system and roleplaying the encounter as a metaphor for the larger task.

A key aspect to the concept of aggregation is that there are degrees of success and degrees of failure, and the function of the die roll is to determine where on this spectrum of possible outcomes events will fall, based on the character’s abilities, and the difficulty of the overall task.

  • I describe a castle, middle-ages European in style, with moat, portcullis, and drawbridge. This gives the basic motif of the virtual world the virtual character is going to enter.
  • The character doing the hacking makes his one and only skill check of the entire process, which indicates to me (as GM), but NOT to him, that a partial success will occur.
  • The player describes how the character overcomes the problems already thrown his way: the character swims the moat, fires a jet-propelled climbing hook so that it fixes to the battlements, climbs the rope attached to the climbing hook, then draws the rope up behind him. Since he doesn’t know what he will find on the battlements, he can’t go further without input from me.
  • I assess the difficulty of each substep relative to the difficulty of the overall task. If that difficulty indicates that the character would have failed the test, I can either apply a sufficient bonus that he succeeds (giving me a penalty that I can put in my pocket for later) or simply have the action fail, requiring the player to come up with an alternative approach.
  • I decide that the moat is easily crossed, and that climbing the rope is not overly difficult, and that the character succeeds in both. I indicate this success by describing the actions and then move on to describing the battlements. In effect, the character is using a back door to evade the initial security. If the back door approach is not going to work, the character will find nothing but solid stone on the battlements; if it is, either there will be a locked door or perhaps a palm-print scanner or whatever to be overcome before the backdoor is actually opened.
  • …and so on. There might be ghosts representing the internal security and suits of living armor blocking doors and puzzles and riddles and who knows what else to be overcome before the player achieves his reward.

The key is that I decide, based on the die roll, how successful the player is going to be, and where he will fall short of his overall objective. If the character rolls well enough, everything he tries will work (somehow), no matter how unlikely it is. If he rolls badly enough, everything he attempts will end in disaster. If he rolls somewhere in between – which is the most likely – perhaps he will get the blueprints, but be unable to carry them out; or will find where in the castle they are, but fail to get through the lock; or set off security; or even get away with the blueprints but only by leaving clear evidence that he did so. The success or failure of the character both shapes, and is shaped by, the overall plotline.

Time Doesn’t Fly When You’re Having Fun

The second key concept that a VR solution entails is that of Variable Time. Most RPGs take the position that each round a character gets to make a new die roll; this approach, by aggregating all those die rolls into one, also aggregates the time frames that are involved. It doesn’t take a lot of thought to realize that this means that just as there can be degrees of success involved, so the time taken to succeed in a subtask is also under the GMs control. The amount of time it takes to achieve any given task is under GM control – all a successful die roll means is that the character will succeed – eventually.

That means that the GM can configure the apparent difficulty to a level appropriate to the target – low for a fairly open public system, incredibly high for the arch-villain’s main computer – without compromising that impression with an easy success by the hacking player.

Even better, it means that the GM can run the hacking in temporal lockstep with the activities of non-VR characters, eliminating the problem of differing temporal rates altogether.

Interacting with the Intractable

Why stop there? Combat can occur between virtual characters, representing some sort of active opposition to whatever the character is trying to achieve, as compared to a passive obstacle like a moat, a door, or a lock. Damage inflicted would be to the systems and hardware that the character is using to “go online” and would affect his virtual self as though he had actually sustained the damage. A portion of the damage might even feed back as physical harm to the character as though he were in real combat.

The Ghosts In The Machine

The VR approach has proven itself in past uses in my campaigns, but of late I have taken it even further. I have realized that the nature of a computer system will reflect the personality and abilities of its creator and its programmer. Rather than a simple score to be overcome, the difficulty assigned should be a summation of all those who contributed to the system’s creation – and, since they can keep trying until they get it right, they are represented at their very best. That means the last line of defense should be a simulacrum of the system’s creator (the arch-villain, in the case of the example enquiry) – a creator who always rolls a natural 20 for anything prepared in advance.

That character’s normal skill levels will be applied to such tasks as disguising data, blocking hacking attempts, etc. The target will reflect the creator, or – to put it another way – the creator’s ghost will inhabit the machine that he has created.

Even if the basic hardware is off-the-shelf, each user will modify the system to better suit his own needs and uses. My computer set-up would not be the same as Johnn’s, even if we had identical computers; I would have options configured differently, I would have software installed that he does not have (and vice-versa) and so on. In the virtual world, that would make my computer a somewhat-inadequate reflection of me, and his computer a reflection of him.

Scorecheck

A quick check of the problems that were indentified earlier shows that the VR approach, with both Aggregation and Variable Time elements, not only solves or at least ameliorates them all, but it offers additional avenues for roleplay and characterization, and permits the GM to flex his creative muscles to the maximum.

It’s not a perfect solution, as there can be some additional prep involved, but as solutions to problems go, it’s not half bad.

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The Season Of Optimism


So it is Christmas once again, as happens every year at this time. This is a time of year that means many different things to different people. For some, it is a time of commerciality run rampant; for others, it is a profoundly religious celebration; for most people, it is a time to acknowledge family and renew bonds. In general, it is a season of optimism for the future, just as New Years Day is a celebration.

In the past, at this time of year, Campaign Mastery has looked at Re-creating Real Holidays for use in a campaign (2008), How to Create New Holidays for a game (2009), and offered ‘Tis The Season, a Christmas-based adventure that I had successfully run in my Superhero Campaign. This year, I thought I would generalise a little more and look at the concept of a celebration within a game in general terms.

The Season Of Renewal

According to Wikipedia, the customs of Christmas are a mixture of pre-Christian, Christian, and Secular themes and origins, and include:

  • gift-giving (the focus of the 2009 scenario),
  • one or more specific styles of music (Christmas carols),
  • the exchange of cards,
  • church celebrations,
  • a special meal (with some products like Christmas Puddings that are rarely consumed at other times of year), and
  • the display of a variety of decorations.

In addition to the religious aspects, a central figure known by many names including Father Christmas, Santa Claus, Saint Nicholas, and Kris Kringle which is associated with the giving of gifts to children.

Probably, this figure is an amalgam of many different stories and legends. Finally, there are the traditions of the Christmas tree, the gathering of family, the association with the Winter Solstice and its pre-Christian celebration, which has since been Christianized, and a tradition of charity that exists in many countries at this time of year.

These traditions vary widely from country to country. This article makes fascinating reading. The practices and status of the holiday season in Nigeria, Ethiopia, Pakistan, The Philippines, South Korea, the Czech Republic and Slovakia, Germany, Hungary, Poland, Georgia, the Ukraine, Estonia, Finland, Iceland, Bulgaria, Croatia and Slovenia, Portugal, and Mexico, offer especially interesting variations on the common themes.

The Symbolic Date

The Winter Solstice, when (in the northern hemisphere) the nights stop growing longer and the days shorter is a natural association with the concept of a season of renewal and celebration, especially in times when superstition and ignorance meant that no-one could be sure that warm weather would ever return. But that is not necessarily the most appropriate time for such a celebration to occur in a game.

Perhaps there was a victory in a great war at some point in the past, for example, or perhaps some great evil was driven out, or some natural disaster from which the populace in general was saved by a miracle (or luck).

Each of these variations is absolutely as legitimate a choice for the date of a Christmas-style celebration.

Cross-cultural Variations

The number of variations on the specifics of a celebration stems from cultural differences, climatic & agricultural differences, and the amalgamation of other celebrations of both a religious and secular nature, all coated with a layer of theology and surrounded by an effusion of crass commercialism. The same would be true of any other holiday that took the place of Christmas in a game world, though the specifics of what it was amalgamated with would vary.

Dismembering the holiday into the different aspects and attributes that it comprises permits some (appropriate) elements to be retained as a winter-solstice celebration while others can form part of other holiday occasions, including the “Christmas Variant”.

The Universal Celebration

Every culture needs and would contain some version of the Christmas celebration, but its nature and frequency could vary wildly. Spend some time thinking about the Elves and Dwarves, and their ‘festive seasons’ in a fantasy campaign, for example, and you are likely to come up with very different approaches and ideas.

Even those cultures which are not normally considered culturally progressive, such as that of the Bugbears, or Aliens, would have something along these lines – though the particulars might be radically different.

Cultural Contamination

Once you have some ideas for the nature of the celebration in all the significant cultures in your campaign, you can start contaminating them with one another. This process can either be slow (look at the status of Christmas in China for example) or accelerated by some form of conquest or domination.

This conquest does not have to be of a military nature, it could be theological, economic, social, intellectual, or anything else you fancy and that your campaign background supports.

Attitudes and race relations would also play a part – if two cultures are violently opposed to each other, one is likely to adopt social practices that are extremely opposed to those social practices of the other. (That’s one of the things that make Dark Elves so much fun – many of their practices would be inversions and perversions of Elvish traditions, while others would be common (if variated) to both. Some of these would undoubtedly conflict, and would require further cultural refinement to reconcile).

Economic Interactions

Once you know what the celebration modes are in the different cultures of the game world, you can start to examine the economic interactions that result, as the merchants of one culture seek to profit from the ‘pagan rituals’ of another. A time of plentiful fruit in one nation might mean that this occasion is marked by a scarcity of fruit in it’s neighbours. Just as the commercialization of Christmas has affected the real festive season, so these interactions would modify the local practices regarding the celebration.

The End Result

A lot of the advice we’ve offered when it comes to crafting in-game holidays over the years is stream-of-consciousness stuff, where ideas are piled apon one another and the dross extracted until you’re left with something that’s more or less satisfactory. That sort of exercise in imagination still has its place, but a little further work will integrate the holiday with your game and its cultures in ways you can barely imagine.

A Framework

The other thing that arises from this process is a framework for all the other holidays that you care to give a culture. Simply by identifying the elements that are NOT part of the unique festive season you craft for your game, you identify the elements that will make up these other holidays. If, for example, you have a fear-based holiday like Halloween which incorporates the singing of unique songs from Christmas, you can use that as a launchpad for further depths of campaign mythology: a legend that horrors walk the earth once a year spreading fear and violence but will avoid people of uplifted spirits.

This changes the entire orientation of the resulting holidays into something that is both unique and tightly integrated with your campaign.

Of course, some elements may repeat in two or more holidays – special meals are a common occurrence in everything from Lent to Easter, candy and small gifts are given to children at Easter and Halloween, and so on. The goal is not to make each holiday completely removed in nature from all others, but to make each unique and appropriate to your game. All you really need is a starting point, and the Festive Season contains so many elements that it is the perfect place to start!

Merry Christmas to all from everyone at Campaign Mastery!

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Taking everyman skills to the next level: The Absence of an Alibi


Introduction to ‘Everyman Skills’

As GMs develop in experience, and begin to develop their campaign worlds more extensively, they generally arrive at the idea of everyman skills. Typically, this idea will first emerge in a modern-setting campaign, or future-tech campaign, though this is becoming less true all the time. The idea is that characters, by virtue of living in the game world, have a certain level of assumed knowledge that may or may not be expressible through the existing skills structure.

In the modern day, for example, most people know the basics of how a car works. Most people know that car tires need air, and that the car uses petrol and has a battery. Most people know that newspapers come out daily with reports of the events their editors consider significant. Most people know how a telephone works, and that what uniforms a police officer wears, and have some idea of the basics of the legal system. Most people know how to signal a bus, and how to pay a fare, and whether or not to tip (and roughly how much) – and how to do it. Most people know what a TV ad is. And so on and on and on.

These skills and knowledges are known generically as “everyman” skills because everyone has them.

Differentiated Everyman Skills

Still more experienced GMs realize that their own experiences are not universal, and hence the content of an “everyman skills” bucket will vary from culture to culture and nation to nation. The knowledge and capabilities that are common to people in my country (Australia) are going to be a little different to those from a similar country (New Zealand, the USA, England), a little more different again in slightly less similar countries (Germany, Holland, France, and the rest of Western Europe); and the same progression can be observed, each successive degree of difference in culture being matched be an increase in the divergence between everyman skills. People from the most extreme differences – places like central Africa, the tribal regions of South America, and so on – may have so different a fundamental lifestyle and world experience that our everyman skills have virtually nothing in common.

Reflecting this differentiation requires some refinement to the very concept of everyman skills. There may be a number of ways of doing so, but the one I am most familiar with is based on the concept of cultural similarity, as is made evident in the preceding paragraph. Rather than a single group of “everyman skills”, there are an onion-skin of layers of everyman skills. Some are based on geographic socio-economics, some on nationalistic & cultural similarities, and some derive from a technological familiarity.

By breaking “everyman skills” up into “everyman skill packages” in this way, an appropriate skills package can be defined for any generic individual from any given culture for which a skills package has been defined.

The benefits of an “everyman skills” package approach

There are three huge benefits to be achieved by packaging everyman skills in this way.

A Common Foundation

The first is in providing a common foundation for all characters from a specific location or culture. This ensures that nothing that should be there is overlooked (unless it is overlooked for everyone equally, making it much simpler to correct). It also ensures that any divergence from that standard is a deliberate act, rather than an accidental oversight. Both these make it much faster and easier to generate new characters that derive from the origins that match the chosen set of everyman packages. Creating a new member of the military from modern Japan? Choose the military package, the modern Japan cultural package, and the modern Japanese citizen package and the only decisions relate to making the character unique and interesting; all the routine design is already incorporated.

The same approach works in Fantasy, in Science Fiction, in Pulp – in fact, in all genres of game.

The Common Man

The second big advantage that derives from everyman skills packaging is that ordinary citizens can consist of nothing BUT the appropriate everyman skills packages plus a fourth package representing their profession. That’s probably 99% of the game’s population that have just been statted out.

The Generic Man

The final advantage is one that is more subtle. Characters can start off being “The Common Man” and then be developed in-play into unique individuals. This spreads the creative burden out over a substantial period of time rather than forcing the GM to do everything up-front; and, what’s more, it means the GM never wastes time or creative juice on aspects of a character that never become significant. By allowing the GM to focus only on those aspects of the character refinement process that are directly relevant and to ignore the rest, the Generic Man approach cuts this aspect of game prep to virtually no time.

The Social Implications of Common Skills

All of this is background, and actually incidental to the real subject of this article, which is a commentary on the role that having common skills and experiences has on the society itself. Advanced GMs reflect the society in the skills; it takes an exceptional GM to take the next step on their own and start reflecting the existence of that common skill set within the society. I’ve been GMing for over 30 years and I’m only just catching the first glimmerings of this concept; but by making those glimmerings public, I hope to spread that insight around lower the required standard of expertise to something a bit more attainable – which in turn makes it easier to advance the concept.

The Absence Of An Alibi

The idea came to me while watching an episode of Columbo a little while back, when a vagrant insight wandered into my consciousness and made itself at home: “The absence of an alibi becomes less damning with increasing intellect and vice-versa.”

This is so counter-intuitive that I thought it worth exploring further, and intended to write a whole post specifically on the subject. The point, of course, is that we’ve all been conditioned by police dramas on TV and in fiction to consider an alibi vital to the proof of our innocence when a crime has been committed. It follows that if an individual plans to commit a crime, the more intelligent the individual, the more he will wish to arrange matters so that he has an alibi. Logically, then, the more intelligent the individual, the more likely of being innocent they must be thought if they have no alibi.

The entire premise of Columbo is that intelligent people will direct their intellect to the manufacture of an alibi, and it is Columbo’s role to penetrate that alibi, producing a contest of wits in which Columbo’s secret weapon is that he is able to dissemble and conceal his intellect; he furnishes an environment in which he can feed suspects enough rope until one of them hangs himself with it. That contest of wills is what makes the show interesting.

But, before the opportunity arose to actually finish the prospective article, I started to expand my thinking on the subject. Specifically, I realized the role that social environment plays in setting up this interpretation of evidence. It is purely because we are so used to police procedurals that we have reached the point of valuing an alibi, or the lack thereof, in this counter-intuitive fashion. Logical expectations of behavior have been inverted by the presence of an everyman skill.

Distilling General Statements

This is not a simple phenomenon. For all the simplicity of the original statement, as soon as you start to consider the reasons for its validity, and attempt to distill a statement describing the more general phenomenon, a scary number of complicated factors make themselves relevant. Sociology, and the interpretation of intelligence, and assumptions of behavioral and cultural norms. None of these are simple subjects.

It might be that the effect cannot be summarized in a single statement, but that a number of general statements have to be generated to describe the phenomenon, each of which can then be generalized.

  1. The Existence of Everyman Skills leads to the expectation that people will possess and utilize those everyman skills.
  2. Behavioral norms are to satisfy that expectation.
  3. The more intelligent the individual, the more they will present the appearance of a behavioral norm when one is not expected or appropriate to the circumstances.
  4. Behavioral norms when they are not appropriate are therefore a measure of intelligence applied to constructing a palatable social facade, begging the question of what lies behind the facade.
  5. A constructed facade can be used to provoke an underestimation of abilities.
  6. Failure to construct a palatable facade can make an individual appear more distinctive within their field, but can also be used to undermine their reputation.

That’s about as far as I can go. Extending and further generalizing these principles is a task for someone more able than I – or at least, more able than I am now.

How Is This Useful?

Well, let’s consider a particular character and see how these rules shape that character. I could pick “Smart Killer” to bring the whole question back to the starting source as a means of checking that these statements do indeed lead to the characteristics identified – that guilt in the intelligence requires a plausible alibi and vice-versa – but even if it succeeds, that won’t tell us anything new.

Instead, let’s go with “Honest Politician” and analyze the implications for two different characters – one who’s not especially smart, and one of high intelligence.

The Typical-intelligence Honest Politician
  1. It must be assumed that the character has all the “everyman” skills that a typical politician has, and will use them.
  2. Normal behavior for a politician is to behave in the way that people expect a politician to behave, since he has the skills to do so.
  3. The character is not especially intelligent, so his behavior in unusual circumstances will be equally unusual. His behavior is thus a guide to the normality of his circumstances.
  4. The character’s faults, whatever they may be, will be beyond his ability to hide behind a palatable facade; consequently, there will be a number of minor scandals or unfortunate occurrences in his life brought about by those faults. Since the character is presumably a politician of some experience, his faults must be relatively few and relatively innocuous; only a politician of this type who hasn’t been around very long can have a serious flaw without an accompanying career-ending scandal.
  5. It is unusual for this politician to be underestimated, though he may be overestimated. He will have few surprising victories or turnarounds on his public record.
  6. Various factions who desire a politician they can corrupt, or whose corruptibility they wish to utilize to their own ends, will oppose this politician. Since corruption logically yields a level of power and authority that is undeserved, this politician will be perpetually under siege from both within and without.

So the “dumb but honest” politician can be recognized by his having a number of minor scandals, and by the extent and diversity of those opposing him politically. What’s more, the honesty of others can be assessed by those who oppose him and those who support him: anyone supporting him may be relatively trustworthy, anyone sponsoring attempts to unseat him is relatively untrustworthy. The implication is that a spotless record after a lengthy career can only be achieved by deception and corrupt manipulation of the record.

All of that seems to make sense to me, especially the conclusions. So the logical pattern has described the circumstances and history that I would expect to find surrounding a character that met the description that I fed in at the start – and they are not at all what I would normally have done. No, if I wanted a politician of average intelligence and high honesty, I would have presented a figure without tarnish on his record who is a solid middle-ground figure, neither a party leader nor in charge of anything important, a character with no real room for individualism.

It’s the difference between a cliché and a realistic character. And it results in the same sort of logical inversion that started this whole train of thought.

The High-intelligence Honest Politician

One more, just to demonstrate (and test) the usefulness of this set of generalizations. The first steps will be exactly the same as the previous example, because they are analyzing the elements that are in common between the two characters, “honest politician”:

  1. It must be assumed that the character has all the “everyman” skills that a typical politician has, and will use them.
  2. Normal behavior for a politician is to behave in the way that people expect a politician to behave, since he has the skills to do so.
  3. This is an intelligent character, so he is going to appear to be a typical politician even in unusual or inappropriate circumstances.
  4. His outward social exposure will therefore be of a manufactured facade.
  5. Others will have underestimated the character in the past. He will have a few surprising successes under his belt, and is likely to be pushed to the forefront, professionally.
  6. Any attacks on this character will take the shape of attacks on his positions on various subjects and policies, rather than personal attacks, save only those attacks that suggest that he is “hiding something”. He will only be really vulnerable to attack when he makes a mistake (or is held responsible for a mistake), where his honesty will tend to make him fall on his sword for others, where a less honest man would find a way to deflect the blame.

So this gives us a pattern by which to identify the type of public servant we really want to elect: competent, and attacked for his role in failed policies. The latter will hold his advancement back from the absolute top of his profession, but he will still have enough competence to find his way into senior positions. The litmus test for honesty is how the character defends himself when faced with accusations relating to failed policies – if the character appears responsible for the failure, he should be reelected (but probably won’t be), if he deflects responsibility then he shouldn’t be trusted (but can probably get back into office through party politics).

Again, this seems to make sense, but is a total inversion of the expectations one would normally have. So much so that I find it necessary to reevaluate my opinions of many political figures for whom I have voted (or not voted). It’s certainly a somewhat different profile to the one I would normally apply to this sort of character in my campaigns – and explains why I have sometimes had an uphill battle convincing the players of a politician’s honesty.

Conclusions

Notice that it makes no difference where or when the politicians are from, provided that the basic essentials are the same as those of the modern era. If politicians did not have to face reelection, there might be some differences to take into account, but in general, it doesn’t matter if we’re talking about Roman Senators or Ancient Greeks or Medieval village mayors.

The same questions work with respect to policemen, or librarians, or blacksmiths. The only thing you need to decide is the basic personality of the character and what the general social expectations are of that generic character; feed those through the questions and the results will translate the combination into the set of circumstances that would typically surround the character – with perfect consistency every time.

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Ghosts Of Blogs Past: All The World’s A Suggestion Box



This irregular column resurrects (relevant) lost blog posts from Mike’s 2006 personal blog on Yahoo 360 and updates them with new relevance and perspective.

From December 2006:

There’s never enough time to do everything right – so concentrate on the little things that make everything else tolerable.

It’s easy to underestimate how big a contribution you make to the world in general in the course of your daily life. It’s even easier to forget how much you owe to others for the little things that improve your own life, that make it more convenient or more satisfying. I’ve been privileged enough to see it happen three times, and those events form a lasting reminder of the second point.

The first occasion was when I went to work for the Australian Bureau Of Statistics on the Australian population census for the second time, in 2002, and saw that many of the suggestions that I had made 5 years earlier had been implemented. Usually, at the end of a project like the census, there is a file about a centimeter thick of suggestions from staff for further examination, and another about 1/4-1/2 that size of ideas that were actually put in place in the course of the project. There’s also a third file of suggestions that were impractical or not beneficial or rejected for any of half-a-dozen more reasons. One of the managers who I knew on both occasions told me that after my first stint on the census, the stack of suggestions taken away for further consideration was a couple of inches thick – so many that my suggestions had been put into a separate folder to those of everyone else!

At the time, I wasn’t aware of how many ideas I was putting forward, and had absolutely no notion of the usual numbers of suggestions; I simply took a moment to jot down, and pass on, ideas as they came to me, in ones and twos, each week. Most of them weren’t all that earth-shaking in nature, either; just little things that might improve efficiency by a fraction of a percent or so. But 50 improvements of one-quarter-of-a-percent each adds up to more than 10% improvement – and when you’re dealing with a multimillion dollar project, and hundreds of staff working for the best part of a year or more, that’s fairly significant. And I hadn’t put forward and analyzed a mere 50 suggestions – there were over 200 set aside for further consideration. That first census took 14 months to process; the second took 10 months. Two of those were saved through advances in technology – scanning and handwriting recognition. At least part (and from what I was told at the time, a large part) of the other two months came from my suggestions. A faster way to code this, or a way to do without that, or a less confusing way to process the other.

The second occasion came on the day in 2006 that this blog was originally posted, when I returned to the Job Network member that I had been registered with prior to my back injury. I hadn’t made as many suggestions there – more complaints about the bureaucracy getting in the way, and a lack of flexibility about the policies. The reply at the time was that they needed to cater for the people who didn’t have access to the resources – the lowest common denominator. I replied that greater flexibility would not only prevent people with the extra resources from being slowed down by the bureaucracy, it would also free up the job network’s resources, enabling them to focus on the people who needed that little bit more help, and put my suggestions in writing. Today, I found that these arguements had not fallen on deaf ears; and that gives me at least a small hand in every job the agency had found for its unemployed members over the 18-24 months since.

The third occasion was with the 2006 census. In 2002, I had wondered aloud as to why people couldn’t fill out the census forms online. The Australian Tax Office had just successfully implemented online personal income tax returns, and I saw no reason why the same technology couldn’t be used for the Census. In reply, a couple of unsolved problems were pointed out to me; this surprised me, because I hadn’t foreseen any difficulty in solving those issues, and set out in writing a number of suggestions for making the technique practical. In 2009 on the ABS website, I saw that they had been trialing an online reply method for use in this year’s census – and from the description of the process, all those unsolved problems had been solved using the technique suggestions I had put forward. So not only will the taxpayers have to pay less for the census of population and housing in 2005, many will also be able to complete the process more quickly and conveniently.

Pretty much the only way to become aware of the impact that you’ve had is to return to a workplace or association after an extended absence. It’s necessary to be able to contrast the way things are “now” with the way they were when you left. When you can remember suggesting some of the changes, even simply raising them as discussion points, that’s when you can put your hand up and say with some pride, “I had a hand in that”.

And yet we make these contributions all the time – just by talking to our friends and neighbors and employers, doing our jobs, and satisfying the bureaucracy that surrounds our lives. Every labor-saving technique or method that you use – usually without even being aware of it – was someone’s idea once. So, if you have an idea that would make your job easier, tell it to someone – and encourage others to do the same. If there’s an inconvenience that can be done away with, tell someone!

We all have to do this, because the average age in western societies is rising rapidly, and the workforce of tomorrow is going to have to do a lot more with a lot fewer staff. It’s not unlikely that there will only be half as many workers, 30 years from now, as there are today. That number comprises two effects: the actual reduction in worker numbers, and the fact that of those who are left, a high percentage (perhaps as many as 10-20%) will be occupied caring for the retired and aged.

During the great depression, unemployment hit a peak of about 40% amongst the white community, and 56% among the minorities, in North America. This will be 50% across the board – which should put it into perspective.

Between now and then, there will be a series of economic crises to be ridden out, just as there have always been. Each of them will be longer and deeper because of this factor. And is it any wonder that outsourcing is a hot topic at the moment, and will remain so? Places like India and Asia are where the people are; the people that need to be recruited and trained, ready to take over when you retire.

Every helping hand the people of tomorrow can get will make the mechanisms of society that you will depend on in retirement, work that little bit more smoothly.

It’s in our own best interests.

Why repost this here?

Most of the posts that I am going to resurrect for this column – and there are only a dozen or so earmarked for that treatment – are directly gaming-related. This one, at first glance, is not. So why repost it here, now?

There are two reasons. Firstly, there are lessons here that apply to games and gaming; and secondly, this is the background against which our hobby must exist in the future, and the economic and social effects discussed at the end of the original post describe the economic and social climate that will shape and influence gaming products in the future.

Return To The Scene Of The Crime

Perceiving the difference that my contributions had made required two things: an interval spent elsewhere and a return to the scene of the contributions.

The same is true of PCs and their influence on the world around them; if they’re living in the location all the time, the day-to-day changes they cause will be small and incremental. While these changes may accumulate over time into something substantial, there is insufficient contrast between what is and what was for the players to really observe that they are making a difference to the world around them in smaller, more fundamental ways than just the immediate outcome of adventures.

This effect should show up in games in two ways.

Deliberate Environment Dynamics

If the GM wants the players to feel like their presence is making a difference in the campaign world, he should occasionally throw in the occasional brief separation from their usual environment. This is especially true of a sandboxed campaign like Johnn’s Riddleport campaign, or campaigns where the whole point is for the characters to change the world (usually for the better, but YMMV), such as a superhero campaign. On the other hand, the more static the game environment is to be, the less time you want them to spend away from a single adventuring environment, because that will minimize their sense of significance in the game world.

Mandated Dynamic Changes

The same phenomenon dictates that if characters DO step outside their usual adventuring environment, the amount of change that they become aware of when returning dictates their awareness of the impact they are having on the world around them. The perceived importance of the PCs to the game world is therefore a manipulable quality in the hands of the GM.

For example, in my Shards Of Divinity campaign, the PCs started adventuring in the Capital City of the Shared Kingdoms; went elsewhere to adventure; returned to the Capital City; again went elsewhere; and are once again about to return to the Capital City. This pattern is an ongoing effect within the campaign until the leader of the PCs sets up his own Kingdom, some time later in the campaign.

The first time that they returned, there was relatively little change, because they had not done very much of significance while in the city the first time around. When they return this time, there will be substantially greater impact evident, because on their LAST visit they became considerably more involved in a number of ways. The consequences and ramifications of those events (which in fact forced them to depart ahead of their planned schedule or face serious trouble) have had plenty of time to develop and snowball and interact, and the political environment into which they are about to step will have changed dramatically in consequence. There will be differences to the social, political, theological, and economic status of the city, and these will start to make themselves known to the party even before they actually pass through the gates of the walled city.

The economics of gaming as a hobby

In any sort of economic downturn, several things happen with regards to society and entertainment. People feel the need to seek out active relief from their day-to-day troubles, even if only for a little while; at the same time, disposable incomes go down, so that the efficiency needed of an entertainment dollar has to increase.

Overall, there is a rise in escapist literature and entertainments in such times, and more immersive experiences also tend to fare better. During the downward slide, dystopian pessimisms and styles predominate both musically and in the media, while these become alloyed with a more optimistic perception during the slow recovery. Get the product right for the time, and success will exceed expectations; work the cycle the wrong way round, and you can lose your shirt. A sufficiently inspirational product can even shape attitudes and trigger a certain social climate out-of-cycle for a period of time, but those tend to be few and far between.

The implications of the combination are not promising for big, deluxe game books like those published by WOTC. They are considerably more favorable for e-books and operations like Drive-Thru RPG / RPGNow. E-books are the future, simply because the lower overheads involved cut production costs to 1/3 or more for a comparable product.

For a product that’s full-color, 200 pages or so, WOTC and similar companies have to charge $50 or more simply because it costs them $40 or more to physically produce and promote the book. Costs can be contained through a reduction in the use of colour, and through a reduction in the quality of paper, and this was exploited by Hero Games in the production of the Hero System, 5th edition, as well as the first edition of games such as Hackmaster by KenzerCo.

But even these production economies fall short of the potential of electronic documents. A full-colour 200+ page e-book can be produced for a fraction of the cost of even a similarly-sized dead-tree product in black and white. That means that profit margins can be the same for a much smaller total price – so the consumers get more for their gaming dollar.

E-book limitations: Dead-tree comparisons

There are three shortcomings to the electronic format and all of these need to be addressed before the full benefits of the format can be realized.

The first is that for all the technological advances, dead-tree products are still easier to read and are still preferred by a substantial slice of the market. This is a social limitation as much as a technological one. There is some reasonable expectation that the technology will eventually solve its part of the problem – there have been several advances in that direction over the last decade – but until reading an electronic format is no more tiring than reading a physical one, the problem is not completely addressed. The social aspect can only be resolved in the long-term by acceptance of the technological solution, and there too progress is being made, but a final solution awaits the necessary advances in technology and format.

There remains essential research to be done before such a solution can be determined. What is the role of strong contrast between type and page, for example? Is the tiredness associated with reading onscreen documents reduced by altering the contrast levels of margins or is it only where text lies on the page? Should contrast levels alter to highlight the paragraph that is currently being read instead of having uniform contrast over the entire page? Should contrast levels change as a function of the time spent reading the document within the current sitting?

Lots of questions. I’ve no doubt that people like Apple (for the iPad) and Amazon (for the Kindle) are looking into this sort of question; a solution is only a matter of time.

Copyright and Fair Use

The problems of properly remunerating creative individuals for their contributions in the face of technological progress is one that will continue to plague electronic media of all forms for the foreseeable future. In many ways, the problems predate the current level of technology involved – analogous issues occurred when Philips first came up with the portable cassette, or when the photocopier was invented.

In recent times, the choice has been perceived in extreme terms, between repressive and coercive monopolies and an anarchic counterculture. Slowly, a compromise is being worked out through operations such as iTunes and other legal download sources that satisfy no-one completely but fall short of the extremist positions previously advocated. In gaming, the analogous development is the OGL, which satisfy both the right to profit from ones labors and the user-friendliness of permissions to utilize and generate derivatives. Unfortunately, the market leader (for good or ill) of our hobby, WOTC, has seen fit to retreat somewhat from the principles of the OGL and adopted a more repressive regime with 4e, one which shows that they never really understood why the OGL made D&D 3.x so successful in the first place. Until these issues are completely resolved, the portability and ease of duplication of electronic products will stifle their acceptability within the industry and the public at large.

In the meantime, another partial solution that will rise in popularity is print-on-demand, which performs a media translation from electronic to dead-tree format. For the next decade or more, this will be a growing aspect of the gaming industry.

Distribution & Marketing

Perhaps the biggest hurdle to be overcome is the rise in background noise generated by so many electronic products scrambling for attention. It was the strength of the existing and established techniques for distribution and marketing that was the media companies’ strongest arguement for perpetuating their role as dominant figures in the entertainment marketplace. (I say was, because there seems to be a lot less promotion going on these days – the money being spent on enforcement of artificial ‘rights’ has been diverted from promotional activities in general, and as a result it is both easier to access music and harder to know what you want to access. Even well-known, well-established artists release new product that vanishes without disturbing public awareness in the modern era. How, then, do the media companies continue to justify their positions as arbiters of public success?)

The same is true of gaming products. There are some that are successful because they have huge marketing and distribution machines behind them; there are others that are successful at a smaller scale through smaller marketing and distribution systems; and there are some small-press organizations that struggle to get noticed. In fact, there’s a whole spectrum from individuals doing it all for themselves all the way up to the 500-pound gorilla of the gaming world, WOTC.

Imagine that you have a product that will appeal to 10% of the potential market, i.e. one-in-ten gamers will consider buying this product. Get the price wrong, and profitability (and with it, longevity), will suffer – or marketability will suffer, if the mistake is in the other direction. But let’s assume that you’ve done your homework and have the price exactly right. Of those one-in-ten, perhaps half will actually commit to a sale – your conversion rate – based on how appealing you make the product to the market. Previews and samplers and adverts and promotions and reviews all feed into the credibility of the product, and its perceived value for money, and hence into that conversion rate. That means that of all those who hear of your product, at best, you will sell to one-in-twenty. The challenge that remains is to have your product noticed. At best, it can be argued that 1% of your possible market will ever hear of your product, or will pay attention when they do hear of it. More likely, only one tenth or one one-hundredth or one one-thousandth of that number will even know that you and your product exist.

Marketing and promotion are the hardest thing to get right, especially when it comes to electronic products, and I speak from personal experience. Until there are mechanisms in place to bring professionalism and expertise to this aspect of e-book production at an affordable price, e-books will run a poor second to dead-tree products in overall profitability – because Book Stores and Gaming Shops are well-established businesses these days, and there is no comparable promotional medium for electronic products save grassroots word-of-mouth.

The shape of the future

At some point in the future – and you can see this happening already with regard to gaming blogs like Campaign Mastery – what I foresee is the rise of the co-op: a number of independent game-product producers banding together to provide professional services to all the members of the co-op. Editing, Marketing, Layout, Promotion and Marketing – all these functions can be provided to a higher standard by a co=op, at lower cost, than by individuals alone. Done right, such an organization can even challenge the existing market leaders.

It has happened before, in the music industry, and in the motion picture industry, and in television production, and even in fiction publishing and general literature. Eventually, the co-ops are treated as just another Big Company within the industry, but that takes years.

Instead of a game writer or producer having to reinvent the wheel in every one of the production disciplines, they would have a backbone of community expertise to draw apon. Everything from budgeting, artwork, legal, and licensing services would be provided. A member pays their annual dues and gains access to all these professional services, as necessary, for a separate fee. Collective bargaining, as always, acts to reduce overheads and increase performance-per-dollar.

Only through such a structure can electronic products really compete with that 500-pound gorilla. And, with the foreseeable changes in market conditions of an aging population, even out-perform that gorilla in the long run.

The games industry – like all industries – faces increasingly challenging times over the next two or three decades. We’re going to need every advantage we can carve out in order to not only survive, but prosper. At the same time, the opportunities for growth are tremendous.

Will we take advantage of them? That remains to be seen.

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Back To Basics: Example: The Belt Of Terra


This is part four from two (yes, you read that right) in a discussion of the basic principles of creating adventures and hooking them together to form a campaign; I wasn’t originally going to include these examples, feeling that the principles would be clearer to the reader if they weren’t distracted by another narrative threat running concurrently – and because (like many things in the real world) they don’t quite fit the nice, neat theoretical discussions of the first two parts.

This example will be somewhat different and more involved than the last one (The White Tower) because the latter was written up after the fact, while this example is being developed as I write. Hopefully this will illustrate my thought processes and approach more clearly and completely It will certainly make this a much bigger article.

background

“The Belt Of Terra” has been kicking around underfoot as a campaign element since the superhero-campaign-before-last. It gave the wearer the ability to magically manipulate and rearrange rocks and earth in a fairly limited way – so limited, in fact, that UNTIL were able to capture the wearer and remove the belt with no involvement of the then-PCs at all.

That was when the mystery started. One of the houses of Demon (I forget which one) staged a raid in an attempt to capture the belt – an attempt that expended far more resources than the powers of the belt seemed to justify. Accordingly, it was to be handed over to the PCs for examination and safekeeping.

Before they could do so, another House of Demon summoned and mind-controlled an ex-member of the team, which was the whole point of the exercise – the belt was nothing more than a Macguffin to justify the attempted infiltration, and identifying and repelling that infiltration was what the PCs focused on. This then led to a third encounter with a villain the party had destroyed twice earlier, a Nazgul-infused version of Frodo named the Hobbitlord who had usurped the power of Sauron. By the time the team had:

  • Fought off the House Of Demon that was raiding UNTIL to try and capture the belt;
  • Deduced that their ex-member (a Chinese dragon) was deceiving them;
  • Determined that he was being mind-controlled;
  • Captured him;
  • Tracked the mind-control back to those responsible;
  • Defeated them;
  • Returned with their now-liberated ex-teammate to the Hobbitlord’s domain;
  • Defeated the Hobbitlord and his Nazgul (again); and
  • Returned home,

The belt itself had been all-but-forgotten by everyone concerned.

There was never a reasonable justification given as to why the belt was of such interest to Demon that two separate Houses would go to such extraordinary lengths to try and capture it. And why did they stop?

Since the new campaign is devoted to tying up a lot of loose ends, and this is most definitely just such a loose end, it behooves me to try and come up with some explanation as to the why and the wherefores, then see if I can build an adventure around the solution.

First Thoughts

There is obviously more to the belt than there appeared. It has never been properly examined by a mage, so there is ample reason to assume that the team had mistakenly taken it at face value and overlooked this mystery.

Four Traditional Elements

Perhaps the belt is just part of a set, representing the four traditional elements of Earth, Air, Fire, and Water, respectively.

  • Earth would give control of solids and cold and pressure, which make other things solid;
  • Air would give control of atmospheres and gasses;
  • Fire would give control of heat and plasma and energy in general;
  • Water would give control of liquids and living things (which are mostly liquids).

Together, these would be far more powerful in combination than any one of them alone. But this seems a little pedestrian and obvious – it’s on a par with what the team thought the belt could do, but is not enough (even if they have the other three) to justify the level of interest shown by Demon, and it lacks enough depth to be really interesting. This is a dry hole.

Truisms Of Magic within the Campaign

There are three or four general principles of magic within the campaign. Since the belt is supposedly arcane in nature, perhaps there’s an idea there to exploit.

  • Similarity: Things that are similar to each other can exert an influence over each other;
  • Contagion: Things that were once part of something can exert an influence over the original object;
  • The more power a mage has, the more control he has, and the more control he has, the more power he can tap;
  • All things contain one or more spirits or proto-spirits that can be accessed psychometrically or whose attributes can be shared with a mage through a symbolic link.

The third item on the list sparks a thought: perhaps the character, Terra, from whom the belt was captured, was someone with virtually no arcane ability, and hence he was able to access only the most limited powers of the Belt. A more powerful/skilled mage might have been able to access far more power.

Parallel Worlds and the Multiverse

Parallel Worlds and a Multiversal Cosmology are established canon within the campaign. But no-one has really looked at what that means in terms of the laws of magic; the principles of Contagion and Similarity argue that what affects one world can also affect others. Perhaps the belt doesn’t manipulate “The” Earth, it manipulates ALL earths – assuming it was wielded by a powerful-enough mage?

Do all Earths have a parallel-world version of the “Earth Spirit” – called Gaia for ease of reference? Perhaps the Belt can unite them and connect them in various ways. That would be powerful enough to attract Demon’s attention. Or are all these Earth Spirits just aspects of one singular, more powerful Earth Spirit? Controlling THAT would certainly be enough of a prospect to interest Demon. Or, perhaps the belt actually imprisons an Earth Spirit.

Of these notions, I like the first one more as it’s more suggestive of unique visual effects to accompany the use of the powers of the belt.

What can the belt do?

With a vague notion as to the nature of the powers, I can start thinking about what the real powers of the belt might be. Ideas immediately start flowing:

  • The belt only appears to rearrange the earth or part thereof; in reality, it forces the shape of the area effected to assume the shape of an alternate Earth, and vice-versa.
  • The wielder doesn’t actually fly through the air on a boulder or mound of earth, even though that’s what it looks like; in reality, it reconfigures the piece of earth or rock that he’s standing on to conform to a hill or mountaintop on a parallel Earth that is at just the right height without bringing with it the geographical feature underneath – and then, before the unsupported peak can fall, another, and then another. This permits the user to appear to “fly”.
  • The wielder can bring forth one side of a geographic feature, then replace it with another that is a little farther away and then another still more distant, so that it appears as though a “wave” of earth is rolling away from his hand – until it reaches the target and “breaks” over him, burying the target beneath tons of rock and earth.
  • The wielder can summon thin strips of a geographic feature that appear from the base and lance outward like spears.
  • The wielder can part the earth like the red sea, and have it come crashing back together on top of anything caught between the “waves”.
  • The wielder can open portals from one world to another, summoning forth anything from humanoid Nazi Rodents to Cretaceous-era insect swarms or dinosaurs. He can bring forth vehicles (with occupants) who are already travelling at high speed in the direction he desires so that they will crash into a target, using the innocent as weapons.
  • Earthquakes, Volcanic eruptions, waterfalls of magma.
  • By rearranging the ocean floors, the wielder could control the gulf stream or equivalent, and hence alter the climate of whole continents.
  • Perhaps the wielder can bring forth the gravitic field of other Earths, subjecting a location of his choice to higher-than-normal gravity, at the price of creating zero-G or lower-G conditions over a similar area on other worlds.
  • The wielder could have objects of any weight he desires lifted up into the air by reducing the gravity that holds them down.
  • Reducing the gravitic field of an area would instantly reduce the weight of the air, which would expand accordingly, lowering the barometric pressure. Air (Gasses) or liquids would rush into the column of reduced gravity from the unaffected regions – this could create storms, tornadoes, and/or waterspouts as the wielder desired.
  • In theory, the belt would permit the wielder to reshape the continents themselves, or draw on the power of multiple planets – in fact, a virtually infinite number of planets. Hence, it yields virtually infinite power; but in practice, no wielder can harness and control that much power, the attempt would tear them apart.

Now that’s a rather more impressive, and desirable, artifact – but one whose nature and power has been concealed by the fact that it was wielded by a magically-inept wielder.

Expanding the core concept

With a core concept now in place, my next step is to list as many unanswered questions as I can think of by free association, and then start answering them. So here goes:

Who made it? What is it? Where does it come from? What is its purpose? How did the different Houses of Demon know about it, and how much do they know about it? Why did they stop trying to acquire it – or have they found a more subtle approach? What undiscovered attempts have these Houses of Demon made since? With one or more Houses of Demon allied (at the point in the campaign when this adventure is to occur), how much can they tell the PCs about it – and why didn’t they do so right away? Who else might know of its existence? Who else might want it? Why don’t the arcane heavy-hitters of the campaign want to get their hands on it – ignorance is not a comprehensive enough reason. What is the Belt’s destiny within the campaign? How do I as GM stop a PC from claiming its power? Are there undesirable consequences to using it? How did Terra come into possession of the belt, and who had it before he did? Who else has possessed the belt in the past, and what have they done with it? What is known about Terra himself?

Each of these questions, once answered, will shed light on and restrict the other questions.

Who made it?

There are several possibilities that immediately come to mind. The greatest mage on the planet was once an enemy of the PCs and dabbled in creating supervillain flunkies to help him defeat them – he might be responsible. Or perhaps a refugee/escapee from the interstellar empire he founded on an alternate Earth (destroyed in Ragnerok and its citizens scattered throughout the multiverse) could have done it. One of the Houses of Demon specializes in advanced arcane powers and skills, they might have done it. (Was this one of the Houses who tried to steal it? Must check. Also, are any of the houses who tried to get it back amongst the Houses who could potentially ally with the PCs? Must double-check). Perhaps some ancient evil created it? There are several floating around the Campaign, and some have created artifacts for various purposes that have surfaced in the past. Lastly, there is someone else entirely.

Having made this list of possible answers to the question, the next step is to analyze each of them, looking for logic failures, obvious consequences (both desirable and undesirable), and ramifications for the other questions – and for the other plotlines within the campaign.

  • Mandarin, the greatest mage ever active in the campaign who was native to the planet, is a plausible source on the face of it. He created supervillains, and created arcane artifacts for his own use. But if this was the case, it would have come out when he went from villain to ally, so campaign history contradicts this solution.
  • A refugee/escapee from the Empire Of Mandarin is also plausible, but this fails the critical test of being too similar to a scenario I’ve already run. There would need to be something pretty unique about the subject of this solution or it would just be boring; better to look for an alternative.
  • A House Of Demon… there are definite possibilities there, but do I really want them to have the level of arcane expertise required to pull off something like this? When the Belt was a low-grade Wondrous Item, it would have been within their reach – bet, as revised, it’s far too powerful. And going back to that low-powered vision of what the Belt can do would make the whole adventure an anticlimax.
  • A House Of Demon. There is a way around those difficulties, and that is to have had the House be “inspired” to create the Belt by some other source. Those who read last week’s example will note that I considered just such an origin for The White Tower but didn’t use it – leaving it available for use here.
  • A House Of Demon. Another possibility is that the House Of Demon were “inspired” not to create the item, but to liberate it from somewhere else where someone else had it hidden. Either of these last two solutions would answer the question of how the Houses Of Demon knew about the belt, while limiting their knowledge somewhat – one House had possession of the belt, but lost it, while the other learned of it through a spy within the ranks of the first House. But neither of these answers is sufficient alone to answer the current question, they simply remove the solution to arm’s length.
  • An ancient evil is our second last answer. The campaign is well-populated with ancient evils, any number of which could have created the belt; but it doesn’t fit the personalities of any of them to have done so and then either have ignored the belt in their subsequent encounters with the PCs or not to have used it. That really kills off the “inspired” answer as well. And besides, once again, this is also too similar to past plotlines and to a plotline of greater importance already scheduled to occur in this campaign.
  • That leaves only the most difficult but most creative of the possible solutions: someone or something new.
Looking For Clues

What clues do I have to the identity or nature of that someone or something new?

Well, there’s the name, “Terra”. Terra was described at the time as a thug and a bully, not especially bright, and certainly not well-educated. If such a person had come into possession of the type of abilities that he exhibited, he probably would have called himself “Bulldozer” or “Earthmover” or even “Massey-Ferguson”, he was certainly nowhere near educated enough to be able to know the Latin word “Terra” – so how had he come by the name?

As soon as I thought the above, my mind flashed back to a rejected answer to an earlier question – “Gaia” was the original Earth-Goddess of Greek mythology. “Terra” is also her equivalent in the Roman Pantheon. In the Theology of the campaign, these are both names for the same being. One or more of the Greco-Roman gods could certainly fit the bill as the identity of the “someone else”.

Why might they create such an item? Perhaps I should review their history within the campaign at this point.

The Greco-Roman Gods in the Zenith-3 campaign

The G-R Gods, sometimes known in the campaign as the Grecoan Gods, united the primitive tribes of Greece and founded a theology that lasted beyond the collapse of that civilization. The Greeks spread their faith to all corners of their empire, and other tribes that they encountered beyond those borders found their own concepts of theology blending with that of the Greeks. When the Roman civilization arose, the Greek Gods quite happily accepted new names and a new subject population with whom to indulge their whims.

Whether or not Augustus was in fact Divinely Appointed to Imperial Rule is unknown, but starting at around this time, the Grecoan Gods began to withdraw from involvement in the day-to-day lives of the citizens of the Roman Empire and increasingly gave themselves over to a life of carousing and debauchery. They abandoned active involvement in human affairs entirely with the rise of Christianity for a completely hedonistic existence on their traditional home of Mount Olympus – not the mountain peak which exists to this day in Greece, but an extra-dimensional realm accessible by climbing that mountain.

By the twentieth century, the Gods were pretty much bored out of their skulls – a life of perpetual Dionysian excess can entertain for just so long – and were thoroughly tired of existence. Some were so given over to this Nihilistic attitude that they actively sought ways to achieve it, which is how they came to interact with the PCs of the campaign.

They tried to meddle in Ragnerok, and caused several other problems – so much so that the PCs and their Asgardian Allies used Thor’s Hammer to detach their extra-dimensional mountaintop from the Earth and flung it into space in order to deflect the recently-ignited Jupiter, which had been renamed Jove when it was thrown out of orbit to menace the Earth. With the transformation into a short-lived (by astronomical standards) Red Dwarf star, the surface of Jove had expanded massively, engulfing the subspace Warp Point in orbit around it. Plasma streamed through the Warp Point from deep beneath the surface, effectively providing a thrust that had dislodged the protostar from its solar orbit and sent it slowly careening toward the inner solar system, accelerating continuously. To shield the Earth from the worst of the resulting crisis, Olympus was used to deflect Jove – just a little, but enough that the Jovian passage was merely a global cataclysm and not the cause of total destruction.

It was engulfed and consumed by the ex-planet as Ragnerok approached, and presumed destroyed.

Mysteries Of The Pocket Dimensions

There are a number of mysteries concerning pocket dimensions like Asgard, Avalon, and Mount Olympus that have never been answered within the campaign. One of them is the fact that while there are many parallel Earths, there is only one of each of these “special” realities, common to all those alternate Earths – but that alternate Earths are not accessible through these special realities. This is something that the PCs have discovered in the past and then forgotten, and that has never been properly explained.

The “Belt Of Terra” adventure might be an opportunity to expand the campaign’s cosmology to cover this previously-unexplored territory. Yes, there is a solution, it just hasn’t come up in play – and to avoid digressing too far from the problem at hand, I’m not going to go into that solution now.

But there is another mystery concerning these pocket dimensions, and it is directly relevant to the current campaign: what holds the whole shebang together?

Something anchored Mount Olympus to the top of a Greek mountain and maintained a passage from Earth to Olympus and back. This connection was somehow severed for Thor to be able to do what he did – so clearly something changed. Could that something have been the creation of the Belt Of Terra? Or simply it’s removal from the place and function that it had been performing until that time? If that is the case, then Gaia would have been the creator of the belt – and in her aspect as the spirit within the belt, the fragments of her identity that permitted the villain Terra to use its power could have communicated the name to him.

That would fit reasonably well with the concept of what the Belt is and does, though a belt seems to be a very prosaic object for such a purpose. But if what appears to be a belt is actually something else, it could still work. And, if one Olympian Deity survived, even in part, why not more? That sounds like the foundations for a reasonable adventure. The Grecoans return, still seeking their destruction.

Campaign Significance

The reason this could be significant to the current campaign is that the Nine Realms of Asgard and Bifrost, the Rainbow Bridge, were shattered and flung off into hyperspace by Ragnerok. One of the PCs personal quests, which forms part of the climax of the new campaign, is to find and restore Asgard. Maybe the team will need something to bind them all together.

This was a function of the Midgard Serpent prior to Ragnerok, but the Serpent was killed in that cataclysm as the gods made war. Until now, I’ve been assuming that the carcass of the serpent could still wind through the nine realms and tie them together, anchoring them to Yggdrasil, the One Tree. But what if, by manifesting a serpentine body for the confrontation with the Norse Gods and then being killed, the serpent had unbound the nine realms from each other – and that THAT is the reason the Asgardian Realms were scattered by the final conflagration, when two space-times merged into one?

That gives a reason for the Belt to now be significant within the campaign, and a reason why the PCs can’t use it – they will need all its power to replace the Midgard Serpent.

So, what is the Belt, if it’s not a Belt?

It’s at this point that my imagination abruptly runs momentarily dry. I can’t think of anything else the belt might be. No problem, that happens from time to time to everyone. When that happens to me, the first tool I reach for is my thesaurus, looking for a different angle or perspective from which to approach the problem. So: “Belt”. Entry 228, noun; but there are also two other references that look promising and relevant, “region” (entry 184, noun) and “Loop” (250 noun) – (I’ve only listed the results that seem possibly useful).

  • belt: Nothing there.
  • region: sphere, zone, belt, world, limit, enclosure, sphere, homeland.
  • loop: circle, corona, halo.

These terms don’t hold any direct answers, as is also often the case; but they do spark a flash of inspiration. One term that isn’t listed there, but that is also synonymous with a lot of these terms is boundary. As in, the boundary between dimensions. Just a few minutes ago, I was thinking that this adventure might present an opportunity to get into some of the cosmological mechanics of pocket dimensions, now this separate line of thought suggests that those cosmological mechanics might actually be an integral part of the plot.

The cosmological mechanics of pocket dimensional boundaries

It’s become fashionable amongst the players to think of pocket dimensions as though they were soap bubbles floating in the Aether, each a spherical three-dimensional slice of a four dimensional object – each instant in the pocket universe’s timeline being akin to a single pearl in a string. This image is correct, as far as it goes, but like the Solar Atom, it is an oversimplification that doesn’t go anywhere near far enough.

For one thing, the boundaries are not as smooth and nowhere near as rigid as this model represents; instead of a perfectly round shape, the bubbles are perpetually inflating and deflating within the boundaries of Heisenberg’s uncertainty, and these random fluctuations will inevitably concatenate in some areas and cancel out in others. The surfaces of the extra-dimensional boundary can be said to “quiver”.

But we’re talking six-dimensional space, and this is a four-dimensional image (three dimensions propagating along a fourth) – or, more precisely, along a vector in 3-dimensional time.

So far, the concepts are not that far removed from what the players know. But now we get into some more interesting territory.

Any vector can be expressed as the sum of two or more other vectors. Each space has its own temporal vector which continually varies relative to any other vector in response to decisions made by the residents of that space. And, the overall temporal vector of the pocket dimension must always match that of the terrestrial space to which it is linked.

How can that happen? If you subtract the common overall vector, what you are left with describes the divergent forces that are pulling the two timelines apart. And a parallel world will have not only a completely different overall vector, and completely different divergences. And yet, the pocket dimension has to match that parallel world’s overall vector as well, even though it is completely different.

There is only one way for this to happen, and that is if there is some balancing force unique to each of the parallel worlds. When the divergences attempt to push the temporal vectors apart, this pulls them back together; and when the divergences push them closer together, this acts to drive them apart.

There’s no known force that acts that way. It would require a combination of two forces, or some more complex interaction between spacetimes. Either way, it’s fairly elementary physics that the result would not be a smooth correction but a dampening harmonic oscillation unless the forces behavior is synchronized perfectly with the cause of the divergence – only if there is no limiting factor to the transmission of force and information by any means can simultaneity really operate. And, since the speed of light is a limiting factor for pure electromagnetic forces, simultaneity cannot apply.

A divergence occurs; the force combination reacts with a counterforce after a brief delay, but this is either going to be insufficient to balance the temporal force, or it is going to be too strong to do so perfectly, simply because the divergence has had duration in which to operate before the counterforce is applied. Inevitably, the counterforce will therefore accumulate until it not only counters the divergence, but there is sufficient temporal vector being applied to diverge the timelines in the opposite direction. Once the accumulated effect of this counter-divergence exceeds the overall temporal vector, the secondary corrective force will begin to be applied, but again there will be a physical delay of some kind. The opposing counterforce will accumulate until the secondary space’s time vector again overshoots the overall temporal vector and the system begins to again act in the direction opposing the original divergence. Each time, the energy of divergence will be slightly dissipated and the overall average will eventually settle down, as shown in the accompanying diagram.

What’s needed, effectively, is a perfect spring – something that will resist compression and tend to snap back into place, and also resist stretching and tend to snap back into place.

In the real world, something like that would be very hard to come by, but this is a superhero campaign. All it has to do is sound plausible.

Whenever something like this comes up as a story need, my mind flashes back to something I read in a Heinlein novel (I think). To paraphrase, the circuitry in a television set is only there to shape and route the forces and energies involved; if you can manipulate those energies and forces directly or in some other manner, there is no need for the complicated wires and circuit boards. The situation with respect to a perfect spring composed of dimensional boundary forces is analogous – a construction of pure force could act as a car’s shock absorber, coping with the sudden ‘bumps’ along the way and ensuring a smooth ‘ride’. Obviously, you want the wheels and the car to move in the same overall direction, you’re in trouble if they don’t.

This, then, has to be a part of any permanent connection between two or more space-times, whether they be pocket dimensions or not.

Of course, the picture described by a single harmonic pulse is rather oversimplified; long before the “vibrations” from one temporal divergence had been damped out of existence, there would be another. Some of these would oppose the first, some would add to it. There would be statistical trends, that would eventually even out, just as there are with any random phenomenon, such as the rolling of dice.

That means that the passage between dimensions would sometimes be easy and sometimes difficult; sometimes quick and sometimes slow (as measured by the personal timeline of the traveler); sometimes it would be dangerous and damaging, and other times utterly safe. There could even be occasions when the connection is not strong enough to be used at all, and other times when it was possible to inadvertently stumble across the boundary between worlds, all of which have happened before in the campaign.

Status Check

A number of the questions I posed earlier have now been answered. It’s probably worth running through the questions and compiling the answers that have been arrived at, simply to check on what has not yet been decided – if anything.

  • Who made it? Gaia, also known as Terra, one of the Grecoan Gods.
  • What is it? A spacetime helix containing part of the Spirit of Gaia. Once, one end of the helix was connected to Olympus and the other to Earth-Prime; now, the ends connect to each other, forming a closed loop.
  • Where does it come from? Mt Olympus.
  • What is its purpose? To bind one inhabited universal space-time to another, establishing a permanent link between them.
  • How did the different Houses of Demon know about it, and how much do they know about it? The Nihilist Grecoan Gods told Demon where it was and how to steal it. They knew next to nothing about it, only that it was potentially powerful.
  • Why did they stop trying to acquire it – or have they found a more subtle approach? Good, and unanswered, question.
  • What undiscovered attempts have these Houses of Demon made since? Ditto.
  • With one or more Houses of Demon allied (at the point in the campaign when this adventure is to occur), how much can they tell the PCs about it – and why didn’t they do so right away? Didn’t know/didn’t think it important enough. So far as they know, it’s just a gimmick to give a flunky superpowers.
  • Who else might know of it’s existence? Anyone else from a realm that is permanently connected with another spacetime would know that it, or something like it, existed, IF they knew of the existence of the Mount Olympus pocket dimension. Who might be on that list?
  • Who else might want it? Anyone who wants to establish a permanent connection between two or more space-times.
  • Why don’t the arcane heavy-hitters of the campaign want to get their hands on it? Ignorance is not a comprehensive enough reason. Not yet answered.
  • What is the Belt’s destiny within the campaign? To bind the 9 worlds of Asgard back together at the climax of the campaign.
  • How do I as GM stop a PC from claiming its power? Only partially answered. If the PCs know what it is and what it is good for, they may surmise that they will need it “intact” and fully charged to reunite Asgard. If that information is not to be presented on a silver platter, there is no reason decided as yet why they would not do so.
  • Are there undesirable consequences to using it? Entirely possible, but none have yet been decided.
  • How did Terra come into possession of the belt, and who had it before he did? Not yet answered in full. Demon had it, then Terra had it. Did he steal it from them?
  • Who else has possessed the belt in the past, and what have they done with it? No-one else has had it because it was busy binding Olympus to Mount Olympus.
  • What is known about Terra himself? Only that he was a thug and not very well educated.

Or, to sum up, I know know what it is and how it works; what has not yet been determined is primarily the history of the Belt. But there are clues in the unanswered and incompletely-answered questions.

The History of the Belt Of Terra

Gaia created the Earth (Mount Olympus) and the Heavens (Olympus, Home of the Gods) and bound the two together with a vortex of the interspatial force that comprised her being. While the vortex energies were still forming, they were malleable and unstable, and interaction between these forces and the imaginary beings of early Greek tribal Myths created the titans. The Titans learned of their origins from the spirit of Gaia and of the natures that were expected of them from the Greek Tribesmen, but in time sought to grow beyond the limitations these concepts imposed on them; their attempted manipulations of Greek belief gave rise to the Grecoan Gods, and the war between the worshippers of the new Gods and the more primal Titans mirrored the conflict in Olympus, for the Gods would not submit to the servitude expected of them by the Titans.

The Gods unified the Greek tribes and sponsored the rise of the Greek Empire, which spread Greek theology in all directions with their trading vessels. 0ther tribes that they encountered beyond those borders found their own concepts of theology blending with that of the Greeks, and when the Roman civilization arose, the Greek Gods quite happily accepted new names and a new subject population with whom to indulge their whims.

Whether or not Augustus was in fact Divinely Appointed to Imperial Rule is unknown, but starting at around this time, the Grecoan Gods began to withdraw from involvement in the day-to-day lives of the citizens of the Roman Empire and increasingly gave themselves over to a life of carousing and debauchery. They abandoned active involvement in human affairs entirely with the rise of Christianity for a completely hedonistic existence on their traditional home of Mount Olympus – not the mountain peak which exists to this day in Greece, but an extra dimensional realm accessible by climbing that mountain.

By the twentieth century, the Gods were bored thoroughly tired of existence, and began to seek their own destruction. Some were so given over to this Nihilistic attitude that they actively sought ways to achieve it by perverting the course of Ragnerok to their own ends. Ragnerok, the collision and forced blending of two disparate timelines, would release the full energies of a universe; supposedly, these would be used to construct a new universe to begin the cycle anew, but the Grecoan Gods intended to harness that power to their own destruction, without regard for the consequences to others. To this end, they conspired to remove the link binding Olympus to the spacetime of their original worshippers and transmuted that link into the form of a belt, which they revealed to the power-hungry humans of Demon. The Grecoan Deities believed that the humans would inadvertently employ the belt’s powers in such a way as to being about the collapse of the two colliding spacetimes prematurely, when no others would be in a position to harness the power of Ragnerok save them, and in violation of all prophecies.

Gaia communicated with the would-be world conquerors by means of the portion of her spirit encompassed by the Belt, leading them to give it to one of little arcane merit and understanding, and then enhancing his desire for power and independence in the belief that – so prompted – he would inadvertently trigger the End Of Days. The Grecoans had not reckoned with the inadequacies of the wielder, and he was easily defeated and the belt removed. With their plans frustrated, the Grecoans turned to other means of achieving their ends, and were ultimately sacrificed to deflect the Red Dwarf star, Jove, from a collision with the Earth, with only a few surviving by seeking refuge amongst the Egyptian deities of Theboria (from Thebes). These few were never informed of the plot to preempt Ragnerok, and so did not pass on that knowledge to their hosts and allies.

Nor do the Houses of Demon concerned know what power they had in their possession, only that it was greater than that which was employed by their former lackey. The House which had originally possessed the arcane device – never identified – had no idea, and made only a token effort on general principles to recover it. The second House, House Aquarius, went to a great deal more effort; they may have had some notion of the potential power they were courting, but never shared that knowledge with any others. Hence, no current allies of the team will know of the belt.

The Belt was locked up in a vault maintained by the parent team without examination; they don’t know what it is, only that Demon want to get their hands on it. They certainly don’t realize that the spirit of Gaia, with all its nihilistic tendencies, lurks within, waiting to entrap anyone who handles the belt.

The Plot

With the foundations of the plotline now established, it’s time to start thinking about the plot itself. I’ve already decided, as I noted earlier, that the surviving Grecoans are going to return, erupting out of space-time in search of the belt which they believe can destroy the universe and them right along with it. But there’s a problem: the belt is in a completely different space-time to the place where the PC’s are having most of their adventures in this campaign.

I can solve that problem partially by having the Grecoans go where the belt is, and by having the belt go to the PCs. I can’t have the PCs go to the belt, because if the action takes place where the belt is, the parent team (all NPCs) will have the responsibility of handling the problem.

If Mohammed can’t go to the mountain…

To achieve that, I need someone to get a hint of what the belt is all about, and take it to the PC mage for a second opinion.

That means that I need to add a new NPC to the parent team, someone a mage just proficient enough to start solving the mystery of the belt. Fortunately, I already have an idea as to who that could be.

The original mage with the current team, “Ravenscroft,” did not resign under happy circumstances. Sponsored to the team by Morgaine Le Faye’s government (Eastern England) after it was recognized by the United Nations, when Morgaine’s interests and those of the world came into conflict, he jumped in what the rest of the team considered the wrong direction. So far as they are concerned, he is barely one step above a traitor.

Now, that particular character is tied up in the resolution of the English Civil War, which will occur in the Warcry spinoff campaign, so I can’t use him – and he wouldn’t be welcomed, anyway. But if I were to give that character a brother, “Nevermore,” have him enter the parent team under similar circumstances, and have him then turn up as the NPC who will lead the characters into the adventure, all will not only be well, it will create an interesting encounter between this new NPC and the PCs in its own right.

Of course, for this to work, I can’t let the team have the usual advance notice of a change in the parent team’s membership, I need the NPC to show up unannounced, or (at best) at the same time as the announcement.

Preliminaries and introductory plot developments

Okay, so we have a preliminary round of action when the NPC shows up, and then we have a subplot with him presenting the belt for examination along with his findings to the party mage. The characters with precognition should also receive some views of a burning mountain, and a group of beings being consumed by fire, but not dying, to instill the right mindset in the PCs.

The action starts

Then I have the Grecoans show up, living in what’s left of Olympus. What do they do once they arrive? They would probably head for Greece, their old stomping grounds. Maybe instead of landing on the top of Mount Olympus they could make their ball of molten rock float above Athens, menacing the city. That should get the PCs’ attention. Maybe they land and begin incinerating people with their touch while demanding that the Helix Of Gaia be brought to them. That gives the PCs another clue as to what’s going on.

A combat encounter would obviously follow, which I would expect the Grecoans to win by threatening the lives of more innocents.

Thickening The Plot

Then one of the Grecoans (must think about who) can detect the presence of the Belt and the ball of magma will fly off toward the PCs base in New Orleans. The defense forces of the British Empire will attack the globe with everything they’ve got while it’s over the Atlantic, and maybe the PCs will have a second try at the Grecoans as well for the same reason – the enemy is relatively removed from large populations. The PCs should again lose, and the military will definitely lose – the Grecoans are “Gods” after all – but should force them to manifest their real abilities – thunderbolts, super-speed, etc – giving some more hints.

Time Out for a little research

A little research into earth mythology – the name Gaia being a starting point – and the team’s intelligence expert should then be able to identify who the enemies are, in mythological terms. The rest of the team know part of the story of the Grecoans and Ragnerok, but not all, large parts of it were classified by the parent team. So that means a quick return visit to the headquarters of the parent team and a “need to know” debate before they get that part of the story. At that point, they need a science expert, someone who specializes in temporal dynamics (because that’s the science that covers dimensional boundaries); they can get that from the parent team as well, or at least, what they need to know about the mysteries of pocket dimensions. Because the parent team are operating on a different temporal vector that can be whatever the plot needs it to be, the team will get this information before the Grecoans reach their destination.

Finally, the team needs to consult someone who can put all the pieces of the puzzle together so that they can figure out what is going on. There are a few Grecoans who had not lost the zest for living, and who were granted refuge in Theboria, home of the Egyptian Gods. This included Minerva, Goddess of Wisdom.

But I may not want the team going there, because I have surprises to take place there as part of another plotline. If that other plotline occurs prior to the return of the Grecoans, no problem; but if it is currently set afterwards – and I know roughly when in the campaign all this is to happen – then it will be better for the campaign if Minerva, through her Deific Abilities, learns of the problem and comes to the team.

The real crisis – and a possible resolution

Once the team know what the real story is, what the stakes are, and what the Grecoans really want, they will know that the last thing they can afford to do is give in to their demands. Remember, these guys want to destroy a couple of universes in the hope that the devastation will take them out, as well. That means that the team needs to find some other solution to the problem.

I have a fixed principle that I operate under: any time I present the PCs with a problem, I ensure that it always has at least one solution. Where there is one, there will usually be several, so the PCs can come up with their own plans for victory. In this context, that means that I need a way for the PCs to defeat the Grecoans, preferably once and for all (from the PCs point of view). Hmmmm…

It took time for the three Celestial Powers to rebuild the universe after Ragnerok (mostly time spent with making it stable, accommodating various bits and pieces that were going to carry over from one universe to the next whether they liked it or not, and coming up with their new Paradigm Of Existence to replace the old one of Chaos Vs Order). The interval could be as much time as necessary, but for aesthetic and symbolic reasons, they chose for the interval to appear to have been three days. During that interval, the universe was nothing but a concentration of raw energy, compressed to its ultimate extreme. At the start of that interval, there was a big bang but the universe that was created appeared – at least superficially – to be simply a slightly-older version of the one that had been there before.

The PCs already know that attempting to travel back in time through those three days subjects anyone to an almost infinite amount of damage. They have once managed it, through a difficult-to-replicate trip “around” the temporal wall. Even then, they were almost killed by the experience. If the PCs think of it, they can project the Grecoans and their ball of molten rock back in time to strike this barrier and attempt to force them through it. The Grecoans will probably resist, but if the PCs can mitigate that resistance just enough, they can cause the Grecoans to come to a stop in the dead centre of a universe of raw power – ironically, giving the Grecoans exactly what they wanted in the first place.

A plot twist, cleaning up loose ends

How can they do that? The answer is by using the Belt Of Terra – but that will require a mage to sacrifice himself as well, overcome by the Nihilism of Gaia. This is a great way to get rid of the NPC mage, who isn’t really needed after this plotline. So the PCs come up with their plan, and the NPC appears to turn against the team exactly as his brother did. He can KO or entrap the PC mage and steal the belt. The PCs won’t know what he’s up to, and will go after him. He will have to fight for all he’s worth in order to succeed. At the right moment – the height of the conflict – the Psionic PC will penetrate his mental defenses and realize what he’s up to. Suddenly, the PCs realize they are in the wrong, and are faced with a moral dilemma – do they let him sacrifice himself or do they try and stop him – with no guarantees that either his plan or theirs will work? If they decide to try and stop him, they will have to modify their own plan to achieve this second objective.

If they succeed in stopping him, they will have to forcibly remove the belt, and I can have that process strip him of his powers, leaving him a nobody in terms of the campaign; and then let their plan succeed. If they choose not to stop him, or fail to do so, then I can have his plan succeed – but having the belt emerge from the Time Of Creation unscathed, ready to use in binding the Nine Realms back together.

Aftermath

There should be some residual feelings of guilt over their treatment of the NPC afterwards. There may or may not be an arcane artifact – the Belt Of Terra – left afterwards, something far more dangerous than the PCs realized, and they will have to decide what to do about it. There should definitely be an “aftermath” section to the plotline.

Event plotting

With the basic outline of the plot now complete, the next step is to (a) resolve the question of the timing of this adventure; and (b) generate a list of the events within the plotline, giving each a code so that I can identify them and emplace them on the campaign plan.

Timing Choices

Normally, I would not worry too much about the timing, but would simply choose the plotline that had the most dramatic interest and use that plotline’s requirements to specify where in the overall scheme of events the plotline had to take place. In this case, however, most of the overall plot has already been determined, and two alternatives presented themselves readily to choose between, so I can tailor the adventure to the overall plan. The key issue is whether or not this plotline is scheduled to occur before or after the characters visit Theboria and discover the surprises I have in store for them.

Consulting my campaign chart, I find that Nevermore is currently scheduled to show up in phase 4 of the campaign (which is count down from 9 to 0, remember – refer to the second part of this series for more information). The visit to Theboria, as I feared and expected, is not due to occur until phase 3 of the campaign, because that leads quite strongly toward the big finish.

That means that Minerva has to come to the PCs, abandoning the safety and shelter of the Theborian afterlife. This is a useful way of reminding the PCs of Theboria, establishing the location of the later adventure solidly in the player’s minds before important events occur there.

Or, I can reschedule this scenario. The choice has nothing to do with this scenario per se, but is instead a question of how much this scenario endangers the plot twists of the other, more important, adventure.

The more I consider it, the less sanguine I am about having this plotline precede the other. There’s plenty of room to move this adventure from its current location – row 537 – to a later time, say row 569, meaning that the surprises will already have been sprung. The reason that a simple “how are you” or “how have things going” or anything along those lines would leave me in the position of having Minerva lie to the PCs for no good reason or take all the impact out of that later adventure. Any general conversation is likely to include such questions, they are a normal part of social discourse – and that makes the risk simply too high. I would rather give up the opportunity to reestablish the location in-game and leave it for an omniscient narrator to remind the players of the location when the time comes.

Event Timing

I’m going to use “BT” for the plotline code, standing for “Belt Of Terra”. So this is the “Belt Of Terra” plotline.
 

  • BT01: Vala has a precognitive vision (cosmic awareness) of a burning mountain.
  • BT02: Runeweaver has a precognitive vision (arcane awareness) of a group of beings burning alive in an inferno – but not dying. He doesn’t see them clearly enough to identify them.
  • BT03: St Barbara has a precognitive warning (via the Mao) that beings of fire and malice are coming.
  • BT04: Hevth has a precognitive intuition that a great evil will soon appear – equivalent to a “growing disturbance in the force”.
  • BT05: Vala has a precognitive vision (cosmic awareness) of Ravenscroft [describe] attacking Runeweaver.
  • BT06: Vala describes the individual to Bright Cutter, who searches for a matching description and (incorrectly) identifies former member Ravenscroft.
  • BT07: Bright Cutter warns the rest of the team.

 
With the exception of BT07 and BT06, which clearly have to follow BT05 in sequence, these can occur in any order; use whatever order that they best fit around any existing subplots.
 

  • BT08a: St Barbara receives notification that the Champions have been forced to accept a new member from East England named “Nevermore” on political grounds.
  • BT08b: Simultaneous with BT08a, Nevermore transports to Earth-Regency with the Belt Of Terra to consult Runeweaver and is met by Hevth, who attacks instantly. The other team members get involved in the general melee until St B shows up to restore order.

 
As usual, the “a” and “b” suffixes indicate a subdivided event, which occur either in sequential order (by default) or simultaneous (if so noted).
 

  • BT09: Nevermore identifies himself and his reason for being there. He describes the mystery of the Belt Of Terra. Vala detects the Nihilistic Spirit within the Belt (and hopefully warns the rest of the team). Nevermore puts forward his theory that the Belt is more powerful than anyone realized and that is why Demon were so interested in getting it. He describes the belt’s physical properties, which are instantly recognizable as resembling those of Blackwing (who is a sentient dimensional boundary himself).
  • BT10a: Runeweaver analyses the Belt and gets a clearer understanding of the powers that it can potentially grant.
  • BT10b: Vala determines that the spirit inhabiting the belt identifies itself with the name “Terra”, but that this is an alias of some kind.
  • BT10c: Blackwing investigates the criminal record of Terra, from whom the Belt was taken, and determines that he could not have come up with the name, and was a suspected member of House Gemini of Demon, the first of the two Houses to attempt to recapture the Belt.
  • BT10d: When Blackwing reports his findings to St Barbara, she notices that his body is distorted, bulging and bending to one side. (Unbeknownst to the team, his dimensional interface is reacting to the imminent arrival in Dimension Regency of the Grecoans).

 
All the preceding events are preliminary to the start of the main adventure. BT11-15 is part one of the main adventure and should comprise a single session of play.
 

  • BT11: A Ball of burning lava surrounded by plasma abruptly emerges from subspace and streaks toward a collision with the Earth. Impact point will be somewhere in Greece. As the team gear up to race to the scene (not enough time to attempt to intercept it), observations from Lunar Base will reveal that it is slowing down, indicating that it is under powered flight. It comes to rest in midair, hovering over Athens.
  • BT12: Beings of fire erupt from the plasma ball and begin killing Greek citizens. A TV journalist with more courage than sense gets close enough to hear what they are bellowing in ancient Greek and Latin: “Bring Us The Helix of Gaia or die!”
  • BT13: The team respond to the attack. The Grecoans should force them to withdraw by threatening the lives of more innocents.
  • BT14: Artemis, Goddess of the Hunt, detects the presence of the Belt (not identified by name or image). Another asks if she is sure, she replies in the affirmative. (Nike, Goddess of Victory) announces that their course is clear – they must go to it, and the victory shall be theirs. (All comments in ancient Latin and greek). The burnt beings return to their ball of plasma-wrapped magma, which flies off slowly in the direction of New Orleans.
  • BT15: When the ball of plasma-wrapped magma crosses the Atlantic Coast and is at least 20 miles from any shore, the British Empire attacks the globe with everything they’ve got. The PCs can either join in or perform rescue operations before having another go themselves. Either or both forces will lose but the Grecoans will display their true abilities (hurling thunderbolts, speed, unerring accuracy with a bow, etc) which should give a further clue to their identities.

 
Part 2 of the main scenario occurs while the remains of Olympus are travelling lazily to New Orleans.
 

  • BT16: The demand for the “Helix Of Gaia” offers a clue: the name, Gaia. With that as a starting point, a little internet research should permit Vala to identify who the enemy are, in mythological terms.
  • BT17: Bright Cutter reiterates what the team know of the history of the Grecoans, and what is NOT known.
  • BT18: One or more of the team travel to dimension-prime and persuade the team Chairman that they need access to the classified files concerning Olympus and its Gods.
  • BT19: The team get the rest of the story of the Grecoan role in Ragnerok.
  • BT20: Aleph Prime / Bright Cutter / Harmonic point out the obvious: Olympus was anchored to Mount Olympus and then it wasn’t; something changed. Discussion of how one space time can be anchored to another. Uniqueness of each pocket dimension.
  • BT21: If the team can figure out what’s going on, fine; if not, they should go to Theboria to consult with Minerva, Goddess of Wisdom. She will help them solve the puzzle. The team will realize they cannot let the Grecoans get the Belt.

 
Part 3 of the main scenario occurs when the Team have the full background to the situation.
 

  • BT22: The team return to Dimension Regency moments after they left. Now that they know the real problem, they have to come up with a solution.
  • BT23: As they conclude their strategy session (or break because they are getting nowhere) they will realize that Nevermore is gone – and the belt with him.
  • BT24: The team give chase and confront Nevermore as he flies toward the globe of molten rock. On a perception check, they will notice that he is wearing the belt. He will fight them and will not explain. He will resist any telepathic probing by Vala as to his motives or intentions, all she will get from his mind is a sense of intense satisfaction and desire to destroy himself, and – if necessary – anything and everything else. As the battle intensifies, the Grecoans will erupt from their “travelling vehicle” and join the fight.
  • BT25: When the Grecoans are fully engaged, Vala will suddenly sense Nevermore lowering his defenses against her mental probing for just an instant. She can then read his plan and intentions from his mind. Vala has to decide whether or not to help him or to enact the team’s plan for overcoming the Grecoans. As soon as he thinks she is aware of the plan, he will restore his defenses so that the Grecoans don’t learn what he has in mind; if they don’t resist him, they may have sufficient vitality and strength of will to penetrate all the way to the beginning of the three-day window and Ragnerok itself, at which point they can destroy the Universe, and themselves, and everything else, before the three celestial powers come into being. She can pass the question to St Barbara as team leader.
  • B26: The Climax: If Vala/St B decided to try the team’s own solution, determine whether or not it succeeds. Note that it will have to be modified to encompass both the additional complications and additional goal of stopping Nevermore. If Vala/St B decided to let Nevermore sacrifice himself, his plan will work. The team will be caught in the backwash and sucked along behind the Grecoans and the sorcerer – close enough that they take damage and see the end, far enough removed that they can survive to return home. As they catch their breath, the belt will emerge from the barrier, drifting in subspace…

 
The Aftermath should be handled as a set of subplots, one for each PC, in which they come to terms with what has taken place. The NPCs should be shown dealing with the situation in ways that involve the PCs.
 

  • BT27a: St Barbara: Has to notify the Champions of the situation. May feel guilty for not anticipating Nevermore’s behavior.
  • BT27b: Runeweaver: Has to deal with the Belt Of Terra, as well as his prejudice against Nevermore because he comes from a political leadership that he opposes.
  • BT27c: Blackwing: The suicide/attempted suicide of Nevermore will resonate with him because of his sister.
  • BT27d: Vala: Will have trouble getting the nihilism she felt in Nevermore out of her mind.
  • BT27e: Hevth: Will want to celebrate the life and death of a warrior using the rituals of his people.
  • BT27f: Bright Cutter: Will be disturbed by the contradictions inherent in divided loyalties. Sometimes people consider it unreasonable and sometimes they consider holding one loyalty too strongly to be unreasonable. A hierarchy of loyalties is implied as the optimum solution, but he HAS no such hierarchy; his loyalties are always to the solution of the problem at hand. Does that mean that he is unfit to be a member of the team after all? He finds that notion to be disturbing. And yet, the oath of office brooks no hierarchy of loyalties, it is an absolute. He will discuss this problem with each member in turn, attempting to find a resolution.

General Principles

It’s possible to derive some general principles from the preceding example that are worth noting.

Know Your Campaign

I’ve lost count of the number of references to past events that are built into this plotline, so lets run through them briefly:

  1. The Belt Of Terra itself;
  2. The first attempt to recover the belt by Demon;
  3. The second attempt to recover the belt by Demon;
  4. The Grecoans’ history
  5. The ignition of Jove;
  6. Minerva & The Theborians
  7. Ragnerok
  8. The (supposed) destruction of Olympus
  9. Vala’s mental fragility;
  10. The Mao
  11. Ravenscroft’s membership
  12. Ravenscroft’s betrayal
  13. The team’s discovery of the nature of Blackwing;
  14. Alliance with selected houses of Demon;
  15. The team’s travel into the Pre-Ragnerok era;
  16. Blackwing’s family history;
  17. Hevth’s religious rituals;
  18. The liberation of the Bright Cutter;
  19. The Bright Cutter’s relationships with each other team member;
  20. The Bright Cutter’s desire to be part of the team.

Many of these represent multiple scenarios, or even entire plot arcs in their own right. And this doesn’t even count the various adventures that established the campaign physics, or the adventures that (will have) established the Hevth character and his race, or the adventures in the side campaign that resolve the English Civil War in Dimension-Prime, or the adventures involving the potential origins of the Belt that were considered and rejected. I could easily argue that the latter should also be included, since it was the conflict with campaign history and established character that caused their rejection. Nothing is taking place in a vacuum, and huge chunks of campaign history indirectly connect with the adventure.

Know The Characters

A lot of the action relies on my knowledge of the characters and how they will react to specific situations and events. This has enabled me to build cues and prompts into the adventure specifically for them to play against, and to predict how the adventure will develop. The result is that the participating player characters feel 100% integral to the plotline – but can be replaced if necessary.

Built-in Precipitous Actions and Decisions are always by NPCs

I never tell the players what their characters have to do, or even want to do. Instead, I rely on the players telling me what they want their characters to do in the future and why they have taken certain actions in the past. Even in the question of the PCs reactions in the aftermath, I may describe an initial state – for example, “Vala will have trouble getting the nihilism she felt in Nevermore out of her mind,” – but how the PC reacts to that and what the PC does about it are entirely up to them. There are already adventures that establish that Vala, the team’s psionic and intelligence-gathering expert, is quite mentally fragile in some ways that have been inserted at the Player’s request; this reaction is simply the logical consequence of the personality as the player has defined it.

Another example is the arrival of Nevermore in the prelude to the main plot. I carefully set the stage for a meaningless superhero donnybrook in advance and then have a known hair-trigger NPC get the fight underway.

Other PC actions are dictated by the assumption that they will take logical advantage of the opportunities open to them according to their tactical advantages; at most, I have an NPC suggest the logical course of action. Even if the PCs have other ideas, it isn’t critical to the plotline. For example, the PCs might decide not to go off-dimension and get the missing background information during the calm between storms; they might send one of the NPCs, or they might simply decide they don’t need to know all the ins and outs. Part 2 of the plotline can be extracted completely from the adventure without it making the slightest bit of difference – in which case, it can be presented in a subplot as part of the aftermath, or I can simply keep it to myself until a PC asks about it.

Everything has consequences

“Mo-one gets out of life alive”. Everyone gets touched in some way by what occurs. Decisions have consequences. At the same time, Nevermore’s solution prevents the adventure from killing the entire campaign even if the PCs manage to totally screw up – unless they kill him when he first shows up, which they shouldn’t do.

Adventures are fuzzy

There’s a ramp-up prior to the adventure which takes place during one or more prior adventures, and there is an aftermath that colors the circumstances of the next adventure.

There’s a clear dramatic and emotional journey

The adventure has emotional and dramatic highs and lows, there’s action interspersed with more introspective roleplay moments. These not only provide a variety of spaces for inter-character relationships, they offer contrast to the more action-oriented moments. And there’s an obvious climax when everything comes to a head and which resolves the main plotline.

Scope For The Future

Finally, there are a couple of loose ends that have been left there intentionally. There is clearly a spectrum of intensity to the Nihilism of the Grecoans; some feel it more intently than others. So there are some that I can pull out of my hat sometime when I need new villains. Nevermore is killed during a time when the universe and everything in it is being rebuilt – so I can even bring him back if I want to, I would simply need to figure out where he’s been in the meantime and what he’s been doing. The Belt Of Terra is still out there, waiting to be a bone of contention in cosmic power games. The Houses of Demon who have tried for it already might well try again if the opportunity presents itself. And the Belt itself is going to be central to the climax of the overall campaign.

Scheduling Notes

Most of the plotline is self-contained. The preliminary subplots are ominous and should occur in the course of contrasting adventures – either low-drama, or low-emotional-intensity in nature, or which deal with a completely different emotional tone. If necessary, a meaningless superhero slugfest should be inserted to provide that context. The aftermath is very somber, and while a contrasting tone would make that more evident, it would be jarring and unrealistic; the adventure to follow this one should be less melodramatic but also somewhat muted in tone. Serious but not cosmic, in other words – a raid on a drugs lab, or a mystery, would work well, as would another meaningless superhero slugfest with appropriately-chosen antagonist(s).

The preliminaries

This plot chart shows the preliminary subplots (I’ve simplified the chart slightly so that it fits the blog page more easily. What this shows is that various PCs have subplots relating to the Belt Of Terra plotline while the main plotline is not so related. The size of the gap between these subplots is not shown by this table because I’ve cut out the intervals between them.

  • Vala has subplot BT01 before the day’s real plotline gets underway.
  • At a later time, Runeweaver has subplot BT02 before that day’s real plotline.
  • At a still later time, St Barbara has subplot BT03 before that day’s real plotline.
  • Later again, Hevth has subplot BT04 before that day’s real plotline. Unless there is a PC present to observe this taking place, it may not happen be narrated to the players and simply described retrospectively – or I might describe it ex-cathedra, since I trust my players not to misuse out-of-character knowledge. I try to keep such knowledge from them only because it can get in the way of their enjoyment of the game – like being shown how a magician does his tricks.
  • Getting closer to the main plotline of the BT plot arc, Vala has subplot BT05.
  • After that day’s main action, she will approach Bright Cutter because he carries the team’s secure records – all the things that the team don’t want the government to know of. Notice that the plot chart shows her as the primary character of a subplot BT06 while he is shown as a secondary participant. It’s also worth noting that I have deliberately scheduled this to be a teaser at the end of a session’s play.
  • Finally, at the start of the very next session, we have the Bright Cutter telling the rest of the team about the results. That means that the NPC is the primary focus of the subplot and the other characters are secondary participants. Since no allowance has been made for other subplots in between this team meeting and the unrelated plot of that day’s adventure, it can be presumed that we dive straight into the action as soon as no-one has anything more to say or the meeting subplot starts to drag.

As a general rule of thumb, the farther removed from the main action, the more widely spaced the visions and warnings should be, but there is a practical limit if you want the players to remember the details (there are times when you want to give them every opportunity to forget!)

On that basis, I would desire a 1 adventure gap between 04 and 05; a two-adventure gap between 03 and 04; a three or four adventure gap between 02 and 03; and a four or five adventure gap between 01 and 02.

introductory events

  • At the end of an unrelated adventure – which may or may not be the one that was preceded by the meeting – we have the simultaneous plot events BT08a and BT08b for St Barbara and Hevth, respectively. These could be considered a teaser for the end of a session’s play, or we could keep going immediately – it depends on how much time the unrelated plotline has consumed.
  • The second line shows that the rest of the team then get involved in BT08b, and the third shows that the whole team are subsequently involved in BT09.
  • Following BT09 we have a series of subplots that are to occur in a strict sequence – Runeweaver and BT10a; Vala and BT10b; Blackwing and BT10c; Blackwing with St Barbara in BT10d.

There is a potential gap between events following this subplot. I could use it to fit in part of an unrelated plotline, a generic supervillain encounter, or we could simply head straight into the next part of this plotline. I leave gaps like this all over the place; only when everything that needs to be scheduled is in place can I determine whether or not to eliminate the gap. In a nutshell, if there’s a subplot showing on a line that is otherwise blank, I need to fill the empty space with something. If the surrounding events require a gap for realism, I will also consider filling the gap with a generic plotline. The third reason for filling a gap with a meaningless encounter is that only a certain percentage of the in-game events will bear on one of the major plot arcs; there will always be some random superheroic action, because those villains aren’t going to take time off just because the PCs are busy elsewhere.

There will be times when I will treat gap scenarios as a full adventure, and times when I will simply segue to the outcome or endgame of the battle – whatever best suits the pacing of the important plotlines. This not only makes the campaign feel like real life, where things are already in progress when someone arrives somewhere, but it also engages player sensibilities that have been developed by watching TV. It skips over the boring bits and gets straight to the action – getting the meaningless encounter out of the way for more time that session to be spent on “significant” events.

Observe that some of the subplot spaces have been “redded out” – blocked off so that no other subplots are permitted other than those that form part of this section of the adventure.

Parts 1 and 2

Now the main plot gets underway. Note that this can’t follow directly after the end of the introduction – there need to be some character-driven subplots inserted prior to 11 that will describe where everyone is and what they are doing when the balloon goes up. These might be just a minute or two each, or there might be a full adventure in the gap. The important thing to note is that there are no “significant” subplots prior to the action starting.

  • We start with the whole team, and event BT11. This is followed immediately by St Barbara featuring in subplot 12, with the other team members as secondary participants.
  • Whole-team events BT13, 14, and 15 follow. If the list of events prepared earlier is consulted, it can be seen that this entire group of events deals with the arrival of the Grecoans and the initial encounter with them.
  • Part 2 starts with a subplot for Vala (BT16) and another for Bright Cutter (BT17). While there is capacity for unrelated subplots surrounding both these events, I don’t expect anything to go there other than possibly some character interaction with NPCs.
  • After subplot BT17, the whole team are shown as being involved in off-world events BT18 and 19. This might be a misnomer, as the team might decide not to send the whole group to dimension-prime to gather intelligence on what they are up against. They might even decide to send no-one, as noted earlier; that’s up to them. Bright Cutter then has Subplot 20, but if he is not present off-world, there are a couple of NPCs named in the plot outline that can take his place.
  • That subplot is followed by whole-team event BT21, which might not take place at all. Again, there are several opportunities for other subplots surrounding the subplot, and following event BT21, but I don’t expect to actually emplace anything there.
  • It’s a little hard to see, I’m afraid, but there is an off-world gap indicated following BT21 – simply because time spent on that subplot doesn’t impact the main plotline. I don’t intend to make use of that option if it’s not needful for something else to happen to the team while they are with the main team, but I’ve left the possibility open; the journey is just inconvenient enough that they might choose to take some time out for other business while in the vicinity.
Part 3, Twist, and Aftermath

The final section of the plot chart shows that “optional, other” adventure and the lack of any subplots after it – which contradicts what I showed in the previous section. While subplots after that “optional other” adventure are possible, if necessary for some other plotline, the desire is not to delay the resolution of the Belt Of Terra plotline any further.

  • The action kicks off with BT22 and BT23. These are shown as occurring simultaneously (they are in the same event window) because BT23 happens in the course of BT22.
  • BT24 follows immediately. We then have Subplot 25 for Vala, and the possible involvement of St Barbara. In fact, these events should be shown in a subdivision of the “main plot” section by character, but while that could be shown using the full chart that I illustrated a couple of weeks ago in part 2 of this series, that capability was lost in the simplification of the chart layout for this example.
  • In any event, that subplot is followed by BT26, which is the climax of the adventure.
  • The climax is shown followed immediately by the aftermath subplots, but that is subject to variation depending on the other adventures around them. Some of the aftermath ‘events’ should happen immediately – Runeweaver deciding what to do with The Belt Of Terra (BT27b) for example – but others, such as the psychological effect on Vala (BT27d) would have more impact if there was some gap between the event and the player’s action to alleviate it. Since these events are intended to occur quite late in the campaign, though, I might well do it exactly as it’s shown here, simply to build momentum toward the campaign climax.
Ready To Run?

If I were actually preparing to run this scenario, I would usually spend a little time preparing written notes to the players, locating illustrations, and pre-writing various blocks of dialogue and description. I would also make some notes on the attributes of the Grecoans as they appear in various reference sources – some gaming-related, some comics-related, and some mythology-related, with particular regard to their abilities. Finally, I would translate some key words and statements into Greek and Latin (ignoring any changes that may exist between the modern and ancient languages) using the internet. A smattering of French translations might be handy, too – Evermore, like Ravenscroft, is from Oxford, but Morgaine Le Faye speaks French and so that language would be central to her court. Finally, I would pick a couple of sources to use as Evermore’s Spellbook, translating them from one game system to another on the fly.

But, if I didn’t have time for any or all of that, I would not hesitate to run the adventure using just the material contained in this post.

Whew! So there it is – a complete example from a vague initial concept all the way through to a completed adventure plan and the schedule that fits it into the campaign. This is one of the biggest single posts that I’ve ever made at Campaign Mastery at 13,000+ words, but I thought it important not to split the example in two. Hopefully, at least some of you have stuck with me all the way through this illustration of the processes and techniques that I use in planning my campaigns, that the example has clarified anything that wasn’t quite clear from the earlier posts on the subject, and that some of those tricks of the trade will be useful to you! To anyone who’s read this whole thing, thanks for you time and attention!

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Pieces Of Creation: The Hidden Truth Of Dopplegangers



Pieces Of Creation is an occasional recurring column at Campaign Mastery in which Mike offers game reference and other materials that he has created for his own campaigns.

A somewhat unusual example to get this first “Pieces Of Creation” off to a flying start. Normally, I would present the game materials within the column text, with some framing exposition in the blockquote that precedes it. This time, the game materials are contained in a PDF, and the exposition is the column – which actually concerns a product that’s been around for more than two years: The Complete Guide To Doppelgangers from Goodman Games.

Click on the image to purchase "The Complete Guide To Doppelgangers" from RPGNow

When Completeness Is Not Enough

Make no mistake, The Complete Guide to Doppelgangers is a fantastic and thoroughly recommended work. In fact, the PDF that I am offering here is completely useless without it. It’s currently shown as just US$3.50, so make sure you pick one up if you don’t have it already!

But my players had read it. They knew what to expect.

Doppelgangers operate by subterfuge, stealth and deception – and that was not possible under those circumstances.

Some Background

One of my players asked me if his then-girlfriend could join the game. I had no problem with that, but I did have a number of concerns to be worked through.

The first was to ensure that the prospective player know that she would be signing up for a long-term commitment; this was a campaign designed and intended to run for years. I had just had another campaign almost ruined by players who signed up for ‘the long haul’ and then vanished after only a session or two without notice – after several weeks of effort in expanding the campaign to give their characters an equal role. I was anxious that this not happen a second time.

The second was that this was an evil campaign – some players have problems being anti-heros and villains. I discussed this aspect of the campaign in Part 5 of my series Focussing on Alignment. In a nutshell, part 1 of that series was a guest post arguing that alignment was unnecessary and undesirable and the game would be greatly improved if people dis as the author had done and excised it. Parts 2 and 3 were a rebuttal by me which proposed a different metagame perspective on the whole issue. Part 4 looked at redefining the meaning of alignment and offered a tool for the generation of complex behaviours within an alignment system, while Part 5 extracted the mechanics of the subject of Alignment from the House Rules for my Shards Of Divinity campaign.

The third was that the campaign was centred around the boyfriend and the trials and tribulations that his character would experience in fulfilling a self-appointed quest to control everything – all of existence would be his to rule if things worked out as they should. At times, this would put him at odds with the other PCs, and ultimately they might even become his enemies. I wanted to be sure that the two would not connive together when they were supposed to be enemies.

A doppelganger developing a relationship with, and then exploiting, the central character fitted the bill for that last, perfectly.

As it happened, the couple broke up before she ever entered play. So the work that is being offered today was never actually used in-game.

When Completeness Is Not Enough (continued)

So the decision had been made to use a doppelganger, but the race needed a lot of fleshing out (no pun intended) before it was suitable for use as a PC Race.

That’s where the The Complete Guide To Doppelgangers comes in. Since it lives up to all its promises and is highly recommended by me, I don’t think I can do better than to quote the product description by Goodman Games:

Doppelgangers have spawned hundreds of rumours and stories. What adventurer doesn’t have a tale about the time he fought a doppelganger assassin, stopped one from impersonating the duke, or was surprised by a doppelganger disguised as his friend? But these accounts leave many questions unanswered. What do doppelgangers do when they aren’t assassinating or impersonating people? Why do they work for humans – and how do prospective employers find them, anyway? Are there doppelganger communities?

Written by Eberron creator Keith Baker, this 3.5-edition book examines the psychology and motivations of these mysterious creatures. It looks at the lifecycle of the doppelganger, and reveals the existence of biological variations of the creature. For the fact of the matter is that there are doppelgangers all around – they are far more common than people believe.

The Complete Guide to Doppelgangers is a stand-alone, world-neutral sourcebook covering everything you ever wanted to know about doppelgangers. This edition has been updated to the 3.5 rules set.

As a GM, you’ll learn how to run doppelgangers — both in combat and role-playing situations. And since every Complete Guide includes guidelines on playing the monster as a character race, players have new options, too.

The Complete Guide to Doppelgangers features:

  • The true origin of these bizarre creatures.
  • Background on doppelganger social structure, including their various life stages and details on how they have penetrated human and demi-human society.
  • Unique campaign ideas and adventure hooks centred around doppelgangers.
  • New monster stats for intriguing variations on the standard doppelganger.

The version I have is an updated release that is compatible with 3.x, which includes additional material originally released as freebies online and in Game Trade magazine.

Click on the icon to download "The Hidden Truth Of Doppel- gangers"

The Path Not Taken

So I was happy with everything except for one vital fact: at least two of my players had read The Complete Guide To Doppelgangers and knew what to look for and what to expect. I wondered if I could use that against them – which would only be possible if the “truth” that they had read in the ‘official’ publication was actually a pack of lies distributed by Doppelgangers to conceal their real abilities, objectives, and vulnerabilities.

Almost as soon as I had formulated this objective, I had a singular flash of inspiration and saw how it could be done, and that is the basis of the PDF that is being offered with today’s column. It assumes that the reader has read and understood The Complete Guide To Doppelgangers. Without the Goodman Games offering as a foundation, the contents will make little or no sense.

You can download the PDF by clicking on the icon. You may need to right-click and choose “Save Target As…”.

Legal Notes

The Complete Guide To Doppelgangers contains no copyright notice but is assumed to be copyrighted by Goodman Games except where content may be copyrighted Wizards Of The Coast and presented under the terms of the OGL/d20 licence. No content or statement in this blog post or the attached PDF is intended to challenge that copyright in any way. The additional game materials provided in the attached PDF are considered by the author to be house rules, subject (as a derivative work) to any and all copyrights applicable to the parent works. As such, they will never be presented by the author in a form which does not require the prior purchase of a copy of the Goodman Games licensed product to have value for the reader.

I want to extend special thanks to Goodman Games for their permission to publish both this article and the accompanying PDF in this column.

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Back To Basics: Example: The White Tower



This is part three from two (!) in a discussion of the basic principles of creating adventures and hooking them together to form a campaign; I wasn’t originally going to include these examples, feeling that the principles would be clearer to the reader if they weren’t distracted by another narrative threat running concurrently – and because (like many things in the real world) they don’t quite fit the nice, neat theoretical discussions of the first two parts. It consists of two examples.

Example One: The White Tower

When I’m coming up with scenario ideas, I’ll generally start by generating a one-line or one-paragraph plot idea, exactly the same as the ideas I created in Melodies And Rests: ‘Euphoria’ by Def Leppard.

The process of converting that into a full plotline is seven-fold:

  1. Expand the ‘thumbnail plot’ into a full idea;
  2. Determine (roughly) how this plotline fits into the overall campaign plan;
  3. List the essential elements (NPCs, locations, concepts) that form part of that plot and determine which ones have to be established in advance of the main plot;
  4. Generate a list of subplots to occur preliminary to the main plot that will introduce each of the essential elements
  5. Consider the inherent ramifications of the plotline on the overall campaign, assuming that the PCs will either succeed, fail, or fall a generic ‘somewhere in between’;
  6. Generate a subplot to follow the main plot purely to expose any ramifications that won’t otherwise come out in the course of play;
  7. Give the entire plotline a thumbs-up or thumbs-down according to two criteria: How essential it is to the overall plotline; and how interesting and inherently logical the plot is. An idea can receive a down-check from any one of the steps previously listed.

So, let’s look at this process in a little more detail by way of the first example, “The White Tower”.

Step Zero: The Starting Point / Initial Idea

The place to start is with the original idea, which I must have come up with sometime around 2003:

  • A building of high white magical history *where?* is destroyed through accident.

Around 2006, I added an additional notion to the idea, relating to how the PCs get involved:

  • A “supervillain” of arcane nature joins/sets up a local historical recreation society as it’s the only way he can gain access to the building. When one of the members discovers his secret and tries to blackmail him, he is forced to commit out-of-MO crimes (gets away clean before Z3 can get there) – until he manages to lure the blackmailer someplace secluded enough to kill him. Investigation of the body, and the robberies, leads to the real situation.

(“Z3” is an abbreviation of “Zenith-3”, the name of the PCs superhero team, signifying that this is the third branch of the Zenith Program, a superhero training project set up by the parent group “The Champions”.) When I went to convert this threadbare outline into a full scenario, there were some obvious holes to fill.

Expanding The Plot

The first observation was that the additional idea was trivial to the holes in the main idea. What is the nature of this place? Where is it located? What impact does its existence have – or, more to the point, how can I prevent it having a massive impact on the parts of the campaign that were already in place (most of it)?

The Name

Especially when a concept is as vaguely defined as this “building of high white-magical history”, I like to name things as a starting point. That provides a focal point around which ideas can flow. In this case, it started out being named “The White House” – but I rejected that name due to potential confusion with the residence of the US President (even though there is no such office in this particular dimension’s timeline, a world in which the British Empire never fell and now runs half the globe, the other half being the territory of a mysterious race named “The Mao”. Think of them as Western and Eastern hemispheres, respectively). I drew inspiration from the Cream song of the 60s and renamed it “The White Room”.

But there was another room, named the “Junction Room” and later renamed “The Janus Room” that was central to the overall plot, and I didn’t want it being confused with this location, which was to be far more incidental. Another name-change seemed to be in order; eventually, after running through various alternatives and not liking any of them, I settled on “The White Tower” as the least objectionable.

What Is ‘The White Tower’?

Despite the name, I wanted to avoid any Lord Of The Rings connections to this plot, the location, or the ideas; “The White Tower” was intended to bear no relation to Isengard. I fully expected that I would be able to crib some of the description from LOTR, but I wanted that to be the least important reference involved, because the players know quite a lot about it.

Which left the question, if the White Tower isn’t Isengard, what is it?

Well, the primary purpose of the scenario, as outlined in the campaign notes, was to serve as an example of the adage, “There are more things in heaven and earth than are dreamt of in your philosophy” – the PCs thought they had the major structure of the multiverse figured out, I wanted to shake that complacency and restore a little sense of wonder to the campaign.

I started free-associating ideas, and ended with fourteen to choose between:

  1. A cornerstone of the multiverse, unaffected by anything that happens to the multiverse, one of 12 bracing points used to define the shape of the multiverse and prop it up like bracing in a box or balloon. Space, Time, and local dimensional reality flow and change around it like a stream around a rock. NB: to brace a three-dimensional box for maximum rigidity, 3 bars are needed, with two ends each, for a total of 6 anchor points; since my multiverse has six dimensions, as described in my Three-part series on Time Travel and the more recent post on FTL travel in gaming, this would mandate 6 structural members and hence twelve anchor-points.
  2. A Safe Room created by the three Celestial Powers as a “work room” or a “prototype shop” when they were reconstructing the multiverse after Ragnerok.
  3. A safe-house established by a third party as a shelter against Ragnerok, showing how some things survived the multidimensional conflagration that were not part of the three Celestial Powers’ plans.
  4. A prison created to hold a Lovecraftian Horror from a previous Epoch of Existence, a Cthulhoid creature which has/has not now been set free (if not, can the PCs be set up to inadvertently release it out of ignorance?)
  5. An archive or time capsule created by someone who saw disaster coming (Ragnerok or something smaller?) but could not do anything about it.
  6. A structurally-recessive volume of space-time in which the exit is never the entrance and never leads to the same multiverse that you left when you entered the tower.
  7. An extra-dimensional greebly once forced a passageway from its’ reality into our own. Although they could not defeat the creature nor seal the portal, a hastily-arranged alliance of Elder Gods and other primal beings were able to create the White Tower to block the passageway.
  8. A paranoid Wizard created the White Tower to lock himself and his research away from the world.
  9. Details withheld in case my players read this.
  10. A multidimensional greebly wishing to force open a passage from its’ reality to our own “inspired” creatures in many different realities, each of which would be located at 90° relative to the others at the instant of completion, to create a ‘local’ version of the White Tower to the specifications of the greebly. The resulting structure was a multidimensional nexus, a fixed location that weakens the 6-dimensional focal point of the multiverse (everything has a centre) and through which a passage could be forced. In the process, furnishings and objects from all 12 of the ‘base towers’ were transported into the central ‘tower’ which represented a virtual amalgum of its sources, a coalescing and curdling of the fluid of reality.
  11. Conceived and constructed as an invulnerable fortress that migrated from one space-time region to another as the multiverse flowed around it, to be used a platform for multidimensional conquest/raiding.
  12. Details withheld in case my players read this.
  13. The White Tower is the receptacle for the One True Soul from which all others are derived; when a multiverse faces imminent annihilation, it appears so as to be ready to reabsorb the souls that are liberated rather than letting them be destroyed; as it flows through the newly-reborn multiverse, it will release these souls into new pockets of space time to form the seeds of new consciousnesses.
  14. The White Tower is a necromantic vacuum pump, suckering powerful souls into entering it and siphoning off their souls for use by a Lovecraftian Horror.

You’ll note that there are a couple of ideas whose details I’ve withheld because they hold the answers that I ultimately chose.

Other Ideas

Along the way, a couple of other ideas popped into mind that weren’t related to the question of “what is it” that were carefully noted for future reference:

  • Can I get ideas from the lyrics of “White Room” beyond the initial concept?
  • The White Tower gets its name from the fact that it is a perfect reflector of homogenous energy wavelengths; no matter what frequency energy is directed at it, the light will be reflected as a perfect and complete spectrum. The light will no longer contain spectral lines caused by the light source material; the emission spectrum will be continuous. Accordingly, no analysis of the construction material is possible.
  • The White Tower is constructed from internally-braced blocks of congealed space-time; each is, effectively, a pocket dimension of infinite mass, ie an isolated Black Hole compressed into a flat two-dimensional plane and ‘folded’ to create a rectangular solid of proportions 2.4 to 1, which itself was then bent into a curving shape. This means that it is effectively infinitely strong and infinitely resistant and resilient, and has a mass sufficient to resist any external attempt to move it. At some points, it has progressed through environments of such material density that the atoms could not get out of each other’s way to fall into the black hole, producing a Neutronium “powdercoating” only a few microns thick and just outside the event horizon, but this is sufficient to contain the radiations emitted by the Black Hole through quantum pair production and similar reactions, masking the black holes’ energy signatures. It follows that the only way to know that they are there is to breach the Neutronium layer. Note that this has a surface gravitational field of 10G’s, but each micron deeper increases this ten-fold – first to 100G’s then to 1,000, then 10,000, and so on. Any breach of the surface will instantly replace it with the surrounding space-time – everything for 0.002 light-years, or 2000 million kilometres will be packed into the breach to patch the neutronium.

In actual fact, while I had the idea, I needed some help to determine some of the characteristics given in the above notes. I put out some smoke signals for help on Twitter, and want to take a moment to thank the following for their assistance and/or wilingness to assist (and I hope I haven’t missed anyone):

Assembling The Ideas

At this point, I had 14 ideas and no overall single concept. So the next step was to choose between the ideas. I started by listing three possible configurations for the ultimate concept of the white tower and how it related to the ideas I had come up with:

  1. One of the ideas was correct;
  2. Several of the ideas were correct and were related or connected in some way;
  3. Only one of the ideas was ultimately correct but the Tower had a history which some of the other ideas described, or in which people had acted on the theory that one of the incorrect ideas was actually correct.

It should be obvious that (2) and (3) are not mutually exclusive, and it was this combination that was ultimately chosen.

I then looked for ways that the various ideas could connect. There were two obvious models: Sequential / Linear, or Parallel.

The Sequential model gave a richer history and elevated the White Tower in historical importance to a position that was commensurate with both its campaign function and the fundamental concept that most appeared to fit that campaign function; the parallel structure was a reflection of idea 10 in which multiple people built multiple towers at the instigation of some outside entity; some willingly, some through force, and some through manipulation or deception. It provided a more complex “actuality” to the Tower as it would be when the PCs encountered it, but a relatively shallow history. I ultimately rejected the parallel structure because it would have produced a plotline that was too long and complex for the intended story function of The White Tower within the campaign. That left the sequential model as the preferred answer.

Using events from the campaign history, I was able to map out a history of the Tower which drew apon almost all of the ideas I had come up with in a logical sequence.

Concept Into Plotline

So I had the concept around which the plot was to be built; I now understood what the White Tower was, and by definition, where it was. The central question that must be answered whenever converting such a concept into an actual plotline is always, “What is the PCs involvement in X?”

How do the get involved, what effect does this involvement have on them, what effect does it have on X, and what are the consequences? If you can lay the answers out in a step-by-step, encounter-by-encounter, revelation-by-revelation pattern, you have yourself a plot. I answered the big question – but again, I have to keep the answer to myself so as not to tip off my players – and then thought about the subsidiary questions. In the case of the White Tower, events could be broken into 10 phases of activity:

  1. Signs and portents (subplots);
  2. Mission Outline and Background Briefing (main plot)
  3. Travel (main plot)
  4. Entry (main plot)
  5. Explore (main plot)
  6. Revelation/Twist (main plot)
  7. Race Against The Clock (main plot)
  8. Climax (main plot)
  9. Escape (main plot)
  10. Consequences (main plot, subplots)

There might well have been a still earlier stage, establishing various characters and situations, but it is always my preference to use already-established characters whenever possible, and the base answer I had come up with enabled me to employ an existing, established NPC – one who had done nothing significant in the new campaign prior to this point. As a secondary benefit, that choice would enable some additional background on the NPC and his race to be presented to the PCs, making the choice a no-brainer.

Detailed plot breakdown

With the various stages of the adventure planned out, I could break each down into specific events and a more detailed plot breakdown (again, I’ve had to be deliberately vague about some details):

Stage 1: Signs & Portents
Each of the characters with any sort of precognitive or extrasensory perception would get at least one vision relating to what was to come – setting, NPCs, encounters, situations. Some would be accurate, others would be metaphoric or figurative. In addition, other “sensitives” in the game setting would get such warnings, some of which would be reported through the equivalent of the national enquirer or, derisively, the mainstream news channels. The purpose of these events is not to educate the characters about what is coming, just that something is coming. Since the characters in question will be getting other visions and portents and background through all these sources regarding other situations within the campaign, there is no risk that meaningful conclusions will be received. As the time of the main plot draws closer, other individuals who are not normally sensitive but whose abilities are relevant will also receive a vision or two; these are more likely to be taken more seriously.

Stage 2: Mission Outline and Background Briefing
The team will be contacted by the NPC I referred to in the final paragraph of the “concept into plotline” stage. He will persuade them to escort another NPC on a vital mission to the White Tower. The new NPC will give the team some background concerning the Tower, but will mostly inform the team as to what these people don’t know; this, coming from a representative of a race that normally have all the answers, should worry the PCs more than an outright threat. They should accept the mission after this buildup.

Stage 3: Travel
The team, having accepted the mission, now commences it, and discovers that since it is a source of potential power, a number of their enemies are trying to get to it as well – and taking active steps to stop their rivals from doing so. I made a list of those who would learn about it, how highly they would prioritize it, what forces they would send to capture it, and when they would arrive. The interest of their enemies should bolster the PCs determination to see the mission through. If, perchance, the team had refused the mission, the NPC will quickly fall prey to these rival enemies, whose interest should tell the PCs that they made the wrong call – and now have to go into the situation without the benefit of the “briefing notes” the NPC might have given them.

Stage 4: Entry
The team get inside the White Tower and get their first hints as to what it is and why everyone who knows about it wants to possess it.

Stage 5: Explore
The team explore the White Tower, giving them the chance to discover its history and its significance to past campaign events.

Stage 6: Revelation/Twist
At the heart of the tower, they team can discover its true origins and the urgent threat that it poses.

Stage 7: Race Against The Clock
The consequences of their exploration will delay the party as they seek to return to their entry point to deal with the threat. If they do not discover the threat in Stage 6, signs and hints as to its nature will manifest as they travel – enough that they will figure out the emergency shortly before they reach the entrance.

Stage 8: Climax
The PCs can attempt to deal with the threat. If they fail, they can use their abilities to escape, but will have unleashed a new opponent who will have to be dealt with in the future.

Stage 9: Escape
If the PCs deal with the threat successfully, they will have to fight their way out because there are still all those enemy forces out to capture the White Tower. If they have not, the enemy forces will have been decimated by the new enemy that they have unleashed.

Stage 10: Consequences
If they have succeeded, the team will have gained information on their enemies that might be valuable later in the campaign. If not, the progress of the new enemy will need to be tracked through the campaign and will obliterate both enemies and allies of the PCs as it proceeds, getting stronger each time. Some allies and potential allies will blame the PCs for the devastation of the escapee and will summon them to judgment. Others may change sides completely. It will become significantly harder for the PCs to achieve any of their goals in the future.

A final note

It’s also worth noticing that the original idea in terms of the adventure is completely out the window at this point. (In fact, I recycled it and used it elsewhere).

It was my intent to include another, even more complete example in this post, but I’m completely out of time – so this “two-part” article will have to stretch to a fourth part… Next week, I’ll detail “The Belt Of Terra” – an example where I won’t have to be quite so circumspect in the details I include. Please join me then!

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