The Alexandrian

Site Update – Indices

July 3rd, 2018

I finally motivated myself to finish putting together the index pages for the (as I am now freshly reminded) prodigious archives here at the Alexandrian. We recently crossed the threshold of 1,500 unique posts, so systematically going through all of them and figuring out how to organize them was a time-consuming project. (Far more time-consuming than I’d been anticipating, honestly.)

The index pages can be accessed through the side bar on the right. Several of these had been spun up previously, but have now been expanded/finalized:

Gamemastery 101: Has all of the GM-focused essays I’ve written about RPGs in general. This includes adventure design stuff like the Three Clue Rule, Node-Based Scenario Design, and game structures; The Arts of the GM essays; open game tables; and Random GM Tips.

RPG Scenarios: This has all the scenarios (for a bunch of a different games) that I’ve posted here at the Alexandrian.

RPG Cheat Sheets: Links to all of the RPG system cheat sheets I’ve written up. There’s about a dozen of these at the moment.

Ptolus – Shadow of the Spire: Includes links to all the campaign journal entries and the Running the Campaign essays related to my D&D 3.5 campaign.

Reviews: Here you’ll find the What I’m Reading series of novel reviews, every review I’ve written on the Alexandrian, and the archive of my old RPGNet reviews. (This latter archival project is one I need to get back to, as there’s still several dozen reviews I haven’t had a chance to reformat and post yet.)

Shakespeare Sunday: Shakespeare Sundays was a series of essays I wrote when I was the Artistic Director of the American Shakespeare Repertory, but I’ve also slipped in some additional Shakespeare-related posts over the years. (I need to finish archiving the ASR performance scripts at some point.)

In addition to these, I’ve now added a number of new index pages:

RPG Miscellaneous: The top section of this index has an archive of old articles, Tales from the Table, design notes from my personal projects, and a miscellaneous collection of essays and other material. The rest of the index organizes the material I’ve written up for specific games like Eclipse Phase, Numenera, TechnoirTen Candles, and so forth. (Although I’ve generally avoided listing material on multiple indexes, this is the one exception: Reviews, scenarios, and system cheat sheets for specific games are included here with everything else I’ve written for those specific games.)

Check These Out: Collecting every post I’ve made where I’ve recommended checking something out elsewhere on the ‘net. (Many of these include additional discussion and insight.)

Essays: Long-form essays and similar thoughts on any topics that aren’t quite large enough to justify having their own index page.

Thoughts of the Day: All of my little interstitial “thoughts of the day” posts broken down by topic (Roleplaying, Politics, Pop Culture, Technology, Miscellaneous).

Dungeons & Dragons: The biggest index page of them all. This includes classics like D&D: Calibrating Your Expectations, Reactions to OD&D, and my review of 4th Edition. It includes Advanced D20 Rules (including Untested mechanics), cool stuff (feats, magic items, spells, monsters), reviews, scenarios, and miscellaneous essays.

If you’re an old hand in these parts, you might take a moment to poke around and find some old favorites. If you’re new in town, then this project has probably unearthed some lost gems that were lurking under your feet without you ever being aware of them.

Have fun storming the castle!

Go to Part 1

Magic Circle (Sigil Font - Joe Bush)Under the direction of a single spellcaster, a group of individuals can work together to generate greater spell effects. Similar to the use of augmented ritual casting, the primary caster uses ritual casting to enhance the basic prepared spell (or a free spell slot for a bard or sorcerer). Although groups with like magic (divine or arcane) work best together, anyone can assist with the performance of the ritual (although the lack of precision by non-spellcasters adds to the chance of failure).

Combined ritual casting works differently than augmented ritual casting: The caster and participants do not need to have an understanding of metamagic feats. Instead, the leader of the combined ritual casts the spell to be modified, and the auxiliary members of the ritual contribute their will, desire, and life energies to supplement the overall power of the spell.

This supplementary power is used as bonus levels that are split between the different aspects of the spell. Each aspect of a spell that varies with caster level (range, number of targets, area, duration, damage dice, etc.) is treated as a separate category that can be increased with bonus levels generated by the combined ritual casting. The supplementary bonus levels provided by the ritual casting cannot violate the restrictions or limits of the spell. For example, a combined ritual casting of fireball cannot exceed the spell’s 10-die maximum for damage.

The leader (who casts the actual spell) uses their caster level as the starting level in each category of the casting. The total bonus levels, as shown on the table, are then divided up and added into each category as the primary caster chooses. The caster’s level plus the extra bonus levels now determine the effects for each of the spell’s separate categories.

ParticipantBonus Levels
Same caster class+1 per 3 levels
Same caster magic type+1 per 4 levels
Other caster magic type+1 per 5 levels
Non-casters+1 per 10 levels
Able to cast same spell+1

Add all partial levels and round down to determine the total bonus levels added to the spell. Add an additional +1 bonus level per participant that has the ability to cast the spell in question, reflecting the added spell knowledge and caster level ability. (Crossover between arcane and divine versions of the same spells are permissible for this bonus.)

COMBINED RITUAL CASTING TIME

The casting time of a combined ritual casting is the base time of the ritual casting (as shown on the table below) multiplied by the number of participants and the spell level:

(base ritual time) x (# of participants) x (spell level)

The number of participants does not include the leader of the combined ritual, only the people who are helping to power the spell.

Any casting time of an hour or longer requires the leader to make a Ritual Casting check at a DC of 10 + the spell level. The DC of this check is increased by one for every non-spellcaster participating in the ritual. If this check is failed, the energies involved with the combined ritual casting create a backlash that affects all of the participants, resulting in (ritual bonus levels x spell level) hp of damage. A successful Will throw (DC 15 + spell level) reduces this damage by half. The combined ritual is still cast in the event of a failed Ritual Casting check, but only half of the supplementary bonus levels can be harnessed prior to the spell discharge.

Combined Casting TimeBase Ritual Casting Time
Free action1 minute
1 action3 minutes
Full round10 minutes
Other10 x normal casting time

COMBINED RITUAL MATERIAL COMPONENTS

Combined ritual casting also requires expensive material components. These additional components are similar to those used in augmented ritual casting and represent the same types of ingredients. The cost of the material components is a number of gold pieces equal to:

10 gp x (# of participants) x (spell level)

Go to Ritual Casting – Part 3: True Rituals

Supreme Court Questions

When I was in high school, I became aware that the Republicans had made a conscious decision to weaponize the courts: They were angry when the Constitution kept telling them that their legislative agenda wasn’t legal. In 1968, Nixon dusted off an old term (“strict constructionist”) and they began crafting a new theory of law around it. It claimed to be all about applying a strict reading to the Constitution; to do nothing except read literally what was on the page and apply it in the most literal way possible.

And if that’s what strict constructionism actually was, I’d be all for it. But, of course, it isn’t. “Strict constructionism” is a code word for “conservative activism”. If it was actually about a strict reading of the Constitution, then, to pick just one example, its practitioners wouldn’t have so much difficulty finding the 14th Amendment in their copies. “Equal protection of the laws,” after all, is a pretty cut-and-dry statement.

This ideology of conservative activism got a huge boost in the ’70s when the Court found a “right to privacy” in the Constitution which, if applied logically, would allow them to overturn any law they felt like at their whim. It gave the “strict constructionist” movement the red meat it needed.

Since that point, the unabashed goal of the Republican party has been to stack the Court with conservative activists. And, by and large, the progressives in America have let them do it. I still have friends who talk proudly about voting for Nader in 2000. Many of them were complicit in Trump becoming President, by either staying home or by voting for a third party candidate. And it’s not just Presidential votes, either: Apathetic progressives have repeatedly handed Republicans congressional control. The result is that only three out of twenty judges in the last 50 years have been appointed by a Democrat with a Democratic congress.

So for about twenty years I’ve watched this slow motion trainwreck happening. And now that it’s finally arrived, it’s actually worse than anything I imagined when I was eighteen. Because it’s not just a matter of reversing what the “liberal” court had achieved. It extends beyond that. Kennedy’s replacement will lock in for at least 15-20 years a conservative majority which has already demonstrated that it will:

  • Prevent any form of election reform.
  • Go further than that, and explicitly allow Republicans to rig the electoral system.
  • Go even further than that, and allow Republicans to pass laws dismantling non-Republican political organizations.

And, yes, this conservative court will also dismantle any form of public healthcare, roll back the rights of anyone who isn’t a white, straight, Christian male, and do far more damage besides. But it is this fundamental, anti-democratic core of the new Republican ideology — an anti-democractic agenda which will now be ruthlessly enforced by the Supreme Court — which is the death knell of America.

We need to show up in 2018 and we need to show up in 2020 even more. And not just at the national level: Progressives need to win at the state level in a census year to undo a lot of the damage the Republicans have done over the last decade; and they need to continue winning at the state level consistently for many years to come to make it stick. But the truth is it may already be too late: The Republicans have waged a fifty year campaign to take the keys to the kingdom. Over the last decade, they’ve been working hard to rig the system. And now that they have the Supreme Court, they will use it to lock that rigging into place.

Weaving a spell is the art of drawing upon the tapestry of magic that permeates all the things. The use of metamagic subtly alters the normal flow of spells, bringing more power to the dweomer at the cost of a higher spell slot. Augmented ritual casting of spells energizes spells at the time that they are cast, as opposed to the time they are prepared; thus the spellcaster does not need to sacrifice any spell levels to cast a spell augmented with metamagic. The ritual provides the extra power.

A spellcaster can ritually cast spells augmented with only the metamagic feats that he knows, but he can include each feat that he knows at the expense of extending the casting time, sacrificing more expensive components, and taking greater risk that the ritual will fail. Each extra metamagic feat that is applied to a spell through augmented ritual casting that would normally increase the level of spell instead makes the spell take longer to cast and cost more in material components. The total of these extra levels is the added level modifier. The added level modifier is used to determine the specific requirements of an augmented ritual casting.

AUGMENTED RITUAL LIMITS

The level of the spell being cast plus the added level modifier of all feats augmenting the spell cannot exceed the highest level spell the caster is capable of normally casting.

Example: A 12th level wizard cannot cast 7th level spells. The most powerful ritual a 12th level wizard could perform to augment the knock spell (a 2nd level spell) would be one with an added level modifier of +4 (2 + 4 = 6, the highest spell level the wizard can cast).

AUGMENTED RITUAL CASTING TIME

To determine the casting time of an augmented ritual casting, first determine the spell’s base ritual casting time according to the spell’s normal casting time (see table). The ritual casting time is equal to this base time multiplied by the total added level modifier of the augmentations:

(base ritual time) x (added level modifier)

Any casting time which exceeds an hour requires a Ritual Casting check against a DC of 10 + the spell level. (Use the spell’s original level, not the augmented level, for this DC.) A failure on this Ritual Casting check results in the magical energies warping and recoiling back upon the caster, resulting in (level of the spell + added level modifier) hp of damage. The augmented ritual is still successfully cast in the event of a failed Ritual Casting check.

Normal Casting TimeBase Ritual Casting Time
Free action1 full round
1 action5 full rounds
Full round5 minutes
Other10 x normal casting time

AUGMENTED RITUAL MATERIAL COMPONENTS

Augmented ritual castings require extra material components beyond those normally required for casting the spell. These additional components represent the rare materials that must be expended to draw upon even greater power for the spell effect. For divine casters, these components are typically comprised of holy incense, small sacrifices, or similar trappings offered to the gods. For arcane casters, these components may represent herbs, minerals, or any other form of ritual trappings.

Regardless of what these ingredients are, the general cost of these materials is a number of gold pieces equal to:

25 x (added level modifier)

SPECIFIC FEATS

Heighten Spell: The Heighten Spell feat can be used, with the difference in the actual spell level and the new spell level being used to calculate the added level modifier.

Quicken Spell: The Quicken Spell feat cannot be added to an augmented ritual casting. However, if the feat is used normally and the quickened spell is then augmented the ritual casting time can be greatly reduced (per the chart above).

Silent Spell: The Silent Spell feat cannot be added to an augmented ritual casting. If a spell prepared with the effects of the Silent Spell feat is used to perform an augmented ritual casting, the feat’s benefits are negated.

Spell Focus: This feat may be used in augmented ritual castings to provide a bonus beyond the normal +2 benefit. For every extra +1 bonus (above the normal +2 bonus provided by this feat) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting.

Spell Penetration: This feat may be used in augmented ritual castings to provide a bonus beyond the normal +2 benefit. For every extra +1 bonus (above the normal +2 bonus provided by this feat) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting.

Still Spell: As with Silent Spell, the Still Spell feat cannot be added to an augmented ritual casting. If a spell prepared with the effects of the Still Spell feat is used to perform an augmented ritual casting, the feat’s benefits are negated.

Go to Ritual Casting – Part 2: Combined Ritual Casting

 IN THE SHADOW OF THE SPIRE

Session 12A: Awkward Introductions

In Session 9, the PCs found a note mentioning a mysterious “Urnest”:

To our associate, Mister Linech Cran— 

We are in desperate need of your most delicate shipments. As you well know, we have important work which cannot proceed apace without those shipments. Urnest assures me that the consequences will be most dire if you cannot fulfill the responsibilities you have pledged yourself to. But I am pleased to inform you that I have interceded on your behalf. You have until the third of Kadal to deliver those shipments promised to us these two weeks past. 

    Silion  

In this session, while attending the gala at Castle Shard, they encounted Commissar Igor Urnst for the first time.

One was a tall, lean man with a mane of white hair down to his shoulders, a moustache, and goatee. He wore a monacle in one eye, contributing to his regal appearance; a dark blue tunic trimmed with gold; and a matching cloak trimmed with ermine. A heavy sword was strapped to his side and he wore several military honors upon his breast. Tee instantly recognized him as Commissar Igor Urnst, the leader of the city.

Urnst vs. Urnest. That’s not a typo. These are two different characters.

This sort of thing is one of the reasons why it can be valuable to keep a list of names handy for random NPCs, because otherwise your subconscious is likely to be drawn back to the same options over and over again. This is also something you need to watch out for if you’re drawing material into your campaign from many different sources, as it’s quite possible to find unexpected overlaps in naming.

Ptolus - Monte CookNeither was the case here. Both Urnst and Urnest are drawn directly from the Ptolus sourcebook. Just an odd quirk of the truly massive amount of material Monte Cook had generated over years of running his campaign and then injected into that mammoth tome.

I recognized the potential for confusion because, when I was reading the Ptolus sourcebook, I did become momentarily confused. (“Wait… Are these guys related? Oh, I guess not.”) I probably should have taken my cue from that and changed one of the names to something more distinct, but the thought got lost in my own labyrinthine process of prep.

But as soon as Commissar Urnst showed up in this session, Elestra’s player piped up, “Wait… Don’t we have a note mentioning this guy?” The only reward to be gleaned from my earlier confusion was that I instantly recognized what had happened and was able to quickly clarify the situation.

A DIGRESSION ON DELIVERING META-INFORMATION

It can be argued that the players should have simply been allowed to roll with their confusion and resolve it – or fail to resolve it – on their own. Usually, I would agree with that: Connections, relationships, and/or truths that seem “obvious” to you as their creator will not be obvious to the players, and that’s okay. It’s better for the players to figure these things out for themselves rather than having you disrupt their process of discovery.

In this particular case, however, there were only two possible outcomes: First, and most likely, they’d have laboriously dug through their trove of handouts until they found the one containing the name “Urnest”, realized their recollection was mistaken, and moved on. This was undesirable because we were in an escalating sequence designed to start the Castle Shard party off with a big Commissar Igor Urnst - Ptolus - Monte Cookbang. Disrupting the escalation for a wild goose chase because I’d failed to change a confusion name had no pay-off. It was much easier to just say, “Actually, the name in that letter was ‘Urnest’,” share a laugh about Sauron vs. Saruman, and move on to the meat of the session.

The other possible outcome, which I considered extremely unlikely, was that they would take the time to find the letter and then conclude that it was a typo, meaning that Urnest and Urnst WERE the same person! It can be argued that this was would be a natural, organic consequence of play and it would be perfectly valid to expore it through play, most likely with some very weird and confusing interactions with the Commissar during the party trying to suss out who Silion was. Or maybe it would even result in them feeding some bad intel to Lord Zavere, creating all kinds of weird fallout in the rivalry between Castle Shard and the Commissar!

Here’s what it boils down to: You have a limited amount of time at the gaming table, and that time therefore has value. There are also opportunity costs to consider. Was a 5-10 minute search through handouts culminating in, “Oh, I guess it wasn’t the same guy.” a good use of our time? Would the (apparently null) value of that experience be worth giving up a strong, well-paced introduction to the Castle Shard party?

Other GMs might make a different assessment than I did.

TRACKING THE NPCs

In the Shadow of the Spire has a very large cast of supporting characters. When running campaigns like this – with large numbers of NPCs who have complex relationships with both each other and with the PCs – it is tremendously important that both the GM and the players are able to keep track of them all.

If the GM fails to keep track of his supporting cast, the campaign will founder in confusion, contradiction, and missed opportunities. The quality of the players’ interactions with the NPCs will likely also suffer as the GM struggles to portray them with consistency and depth.

As for the players, the interactions with these rich and diverse characters is where a great deal of the immersion and reward from these types of campaigns come from. Action and meaning is driven out of their relationships with the NPCs, and if they can’t track them, the campaign quickly becomes a tumultuous chaos – a great deal of sound and fury signifying nothing to them.

Ultimately, of course, the players need to take some responsibility for this. But there are a number of techniques that the GM can use to encourage and facilitate the groups’ ability to track the supporting cast; they can grease the wheels, so to speak. You might start by reviewing some of the techniques described in Getting the Players to Care, but there’s also a number of specific techniques when it comes to NPCs.

ORGANIZE YOUR NOTES. The first thing you need to do as a GM is to make sure your own house is in order. You need to keep well-organized and easy-to-use notes on the important NPCs in your campaign.

I keep an NPC Roleplaying Template for each member of the supporting cast. When the In the Shadow of the Spire campaign started, I kept them all together in a single alphabetical file. As the complexity of the campaign grew, however, I broke them into a number of broad categories (largely based on a purely utilitarian basis, although obviously influenced by own personal understanding of how different characters – and groups of characters – interacted with each other and were likely to interact with each other). As I write this, those categories include:

  • General
  • Ghostly Minstrel
  • Banewarrens Protectors
  • Moonsilver Elves
  • Chaos Cultists
  • Imperial Church

In doing this, it’s important to distinguish between one-off or scenario-specific characters and campaign characters (i.e., the recurring characters who actually make up your supporting cast). If you don’t distinguish between them, your notes will become choked with irrelevant noise, drowning out the signal and making them more difficult to use.

Of course, it’s also important to recognize that many characters who are initially introduced for a specific scenario will become campaign characters as a result of how events play out and/or how the PCs interact with them. (This is similar to the process of certain NPCs “clicking” with the players that I discuss in the Party Planning game structure, except played out on a larger scale: When the players particularly like a particular character, they’ll seek them out, become interested in their lives, and otherwise keep reincorporating them into the campaign as long as you don’t get in their way.)

ESTABLISH NAMES EARLY AND OFTEN: Imagine your supporting cast as a filing cabinet. Each character is an individual file folder, and the character’s name is the label on that folder. If the players lose track of characters’ names, it’s like all the labels in your filing cabinet have fallen off.

You want to make sure those names stick. So try to get a name applied to an NPC as quickly as possible. (There can be countervailing concerns, but in general nameless people doing mysterious things is a spice best used lightly.) And once the players have a name for the character, use it over and over and over again. It might make for bad prose in a novel, but defaulting to an NPC’s name (“Igor walks across the room towards you”) is I think generally superior to our normal practice of defaulting towards pronouns (“he walks across the room towards you”).

STRONG VISUAL REFERENCES: Giving your NPCs an actually face (in the form of a picture) is a great way to make sure they stick in the memories of your players. If you find visual reference like this, make sure to display it when the character is introduced and get it back on the table every time they show up.

These visual references can also be a big help when NPCs start talking to each other. Simply point to or hold up the NPC currently talking and it can go a long way to keeping conversations clear even when you’re just talking to yourself.

A couple of provisos here, though. First, better to have no picture than a picture that isn’t right. “She looks like this, except her hair is different” doesn’t work in practice, because the visual reference will override the description. (You can run into a similar problem with proxy miniatures, which is why I prefer to use purely generic options unless I’ve got the right miniature for the job.) As a corollary, boxing yourself in by only being willing to create NPCs that you can find visual references for is obviously going to cripple you creatively.

Second, “this guy can’t be important, he doesn’t have a picture” (and vice versa) as a form of metagame knowledge can be a serious problem. (And I find it to be so even if the players aren’t specifically acting on that knowledge; it still ends up coloring their understanding of the game world.)

So add chaff to the signal: Use pictures for NPCs who aren’t important. And be willing to have important NPCs who don’t have pictures. (The first proviso will naturally assist you here.)

In the absence of (and in addition to) strong visual references, finding a unique voice, physical mannerism, or strong personality are also ways to help your players clearly distinguish (and remember!) different NPCs. The NPC Roleplaying Template will help with this, too.

Ptolus - The Ghostly Minstrel

KEEP THEM ONSTAGE: The best way for the players to become familiar with the supporting cast is, conveniently, to use them. Don’t “save” an NPC until it’s time for some big moment with them; give them an active life and keep them involved with the PCs. This is important not only so that the players don’t respond to the big moments by saying, “Who?” but so that your players will actually care about the NPCs.

The good news is that beyond a certain critical mass (and with characters that the players care about), they’ll start seeking out and creating these interactions on their own. I would know that a particular NPC had successfully clicked with my group when they’d get back to the Ghostly Minstrel and ask, “Is Jevicca here tonight?”

When prepping for a session, take a look at your supporting cast list and ask yourself if there’s anybody who the PCs haven’t seen in awhile who should be brought back onstage. Schedule events with them in your campaign status document.

Remember that you can also reincorporate members of your existing supporting cast when creating new scenarios. You should also discover that new scenarios are being born out of the evolving relationships the PCs have with the supporting cast.

PRUNING AND FOCUSING: On the other hand, you also have to know when to let go of certain members of the supporting cast.

This is true from a practical standpoint if nothing else: If all you ever do is introduce new characters to the campaign, the supporting cast will eventually collapse under its own bloated weight. As you (and your players) gain more experience – both generally and in terms of a specific campaign – you’ll find that the “active size” of the supporting cast you can manage will grow. But, ultimately, there’s a limit. As you add new characters, you have to be willing to let some of the old characters exit stage right to make room.

  • Recognize when a character’s story is done (and there are no more stories to tell)
  • Recognize when the players don’t care any more (which is not the same thing as them hating the character)
  • Recognize when the NPC has chosen to move on (either from the PCs, from the area, or from the shared interests that drew them together)

This is a process of pruning. But it can also be thought of as a process of focusing. Instead of just thinking negatively (what characters can I do without?) also think positively: What characters do you want to spend more time with? What characters have interesting stories to share?

Saying goodbye to an NPC, of course, doesn’t mean saying goodbye forever. Old friends (and enemies) can always return.

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