The Alexandrian

Roleplay Rescue w/Justin Alexander

Roleplay Rescue invited me onto their podcast to talk about the upcoming So You Want To Be a Game Master! Our far-ranging conversation talks a lot about RPG scenario design and the Big Secret every new GM should know.

This episode is the final one for this season – no, really – and it’s my pleasure to bring you a conversation about a significant new book for the RPG scene.

Justin Alexander is a freelance writer and the author of the grand repository of ideas that is The Alexandrian. This is an interview with Justin about his forthcoming book, released in November 2023, So You Want To Be A Game Master.

Big thanks up front to Justin for agreeing to come and talk about his new book – it truly was another joyous and interesting conversation. I hope you find it illuminating too!

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You can find links to my two previous appearances on Roleplay Rescue at the Alexandrian Auxiliary.

Worldbuild With Us - Episode 213: An Interview with Justin Alexander, author of SO YOU WANT TO BE A GAME MASTER

Had the great honor of returning to the Worldbuild With Us podcast to talk about my upcoming book, So You Want To Be a Game Master. Pop over there for a sneak peek at the treasures I’ve hidden inside the book, but stick around for the amazing game setting we brainstorm at the end of the podcast.

This week, we’re honored to have author, RPG designer, and Game Master extraordinaire Justin Alexander back on the podcast to discuss his upcoming book So You Want to Be a Game Master: Everything You Need to Start Your Tabletop Adventure for Dungeons and Dragons, Pathfinder, and Other Systems!

Justin gives us a tour of this step-by-step guide and how it can help GMs new and experienced alike run their best games, avoid railroading, do quick-and-dirty worldbuilding, and more! Plus: early misadventures with homebrew Batman RPGs, the unexpected power of TV trays, questions from our patrons, a worldbuilding jam featuring the waters of Europa, and heaps of other topics in this XXL episode.

So You Want to Be a Game Master? is due out in November, so be sure to preorder it today or pick it up from your friendly local bookstore when it hits the shelves! Check out https://thealexandrian.net/so-you-want-to-be-a-game-master for more info and links.

Listen Now!

You can find my previous appearance over here.

Kintsugi Woman

If you went back in time, there would be plenty of differences you’d expect to see, but there would also be a lot of differences that would take you by surprise. (As L.P. Hartley wrote, “The past is a foreign country.”) I suspect that for most, one of these would be the sheer number of people who were scarred.

Specifically, scarred by smallpox.

Smallpox was a truly terrible disease. Thirty percent of those who caught it would die. Those who survived would almost certainly be marked with distinctive, pock-marked scarring on their skin. Many would be blinded. (Before smallpox was eradicated, 90% of the blind had been blinded by smallpox.)

I have two points here.

First: Vaccinations are good.

Second: Our view of the past is lilied by the Romantic paintings and Hollywood glamour through which we typically view it.

Can we take advantage of this when we’re worldbuilding?

Of course we can!

To start, if your game is set in any kind of pre-modern era (whether in the real world or otherwise), you can just make a point of including smallpox scars in your descriptions of NPCs.

More than that, though, you can use the inspiration of smallpox scars to introduce completely fantastical elements into a setting. For example, we could run down the list of D&D diseases and simply brainstorm the distinctive scars they might leave in their wake:

  • Cackle fever could leave some of its victims with rictused atrophying around the corners of their mouth, locking them into a permanent laugh.
  • Some of the victims of demon fever could be left with pale, reddish-grey hair.
  • Even those who recover from slimy doom might have damaged sebaceous glands, resulting in their sweat having a thick, gelatinous quality.

(Not every disease, of course, leaves permanent scarring. You don’t need to overdo it here. A little can go a long way while also being more effective than a cavalcade of disease-signs.)

But that’s not all!

Look around your setting and ask yourself what other fantastical elements could leave their mark (literally) on the characters?

This is exactly what Frank Herbert does in Dune, for example, by having large amounts of Spice stain the iris and sclera, resulting in the distinctive blue “eyes of Ibad.”

So we can similarly imagine:

  • Survivors of a werewolf attack having claw-scars marked silver from the dust sprinkled in them to fight off lycanthropy.
  • The drug spacers take to prevent bone loss having the side effect of causing their iris to lose color, resulting in spacers being referred to by the slang/slur “white eyes.”
  • Those living in an antimagic field developing chalky, flaking skin.

What type of mana-scar does a magic missile leave? Is it the same or different than a prismatic spray?

What about a wound inflicted by an elemental?

Does repeatedly jumping through a stargate leave a mark?

Something else to consider is what non-human scarring looks like. For example, Amazon river dolphins are born gray-skinned, but often look pink because (a) their wounds heal pink and (b) they fight each other so much, their entire bodies are usually covered in scars.

  • Does an elf sunburn the same way a human does? Or does their skin turn a metallic copper or silver instead?
  • Can serpent people lose (and regrow?) their tails like geckos?
  • Would a tabaxi exposed to the sulfurous atmosphere of Avernus see its fur change color?
  • When a tiefling is injured, do their wounds heal with a slightly more demonic/devilish appearance?
  • Does a magically healed wound heal perfectly? Or does it leave a distinctive mana-scar? (Could the appearance of this scar differ depending on what type of magic was used?)

Tangentially, flamingos are pink because carotenoids in the brine shrimp they eat turn their feathers pink. So you can also invoke the effects of strange or limited diets.

Scars are badass and every scar tells a story — either about the character with the scar, the world as a whole, or both.

A procedural adventure is a guarantee for success: The GM will know exactly what to prep and the players will know exactly what to do. But it can also feel hollow. ENnie Award-winning RPG designer Justin Alexander reveals the simple trick for aligning character to campaign, whether your PCs are street rats or demigods. Your games will never be the same.

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Vladaam Affair - Founder's Workshop Map

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A guild of brass and bronze workers which actually serves as a focal point for Vladaam chaositech research.

DENIZENS - DAYLocation
2 Guild Apprentices + Vladaam GuardArea 1
Vladaam GuardArea 2
Apprentices + Master CraftsmanArea 3
3 Chaositech Masters + 2 ApprenticesArea 4
DENIZENS - NIGHTLocation
Vladaam GuardArea 2

Vladaam Affair - Founder's Workshop (Location on Ptolus Map)

Guildsman District
Brass Street – H8

AREA 1 – STOREFRONT

A variety of workbenches cluttered with tools. Guildsmen on duty here will do minor repair work.

TOOLS: Two sets of jeweler’s tools and a set of tinker’s tools.

MERCHANDISE: Various works of brass and bronze, mostly knick-knacks, cheap candelabras, or specialized components of little value. Total worth of 150 gp if it’s all hauled out of here. There are two sextants worth 250 gp each and a set of brass marbles worth 1 gp.

AREA 2 – STAIRWELL

The stairwell is guarded with three alarm spells which are triggered by anyone traversing the stairs who isn’t wearing a guild badge.

  • An audible alarm (heard throughout the workshop and out on the street).
  • A mental alarm that notifies Aliaster Vladaam.
  • A mental alarm that notifies the guioldmaster.

AREA 3 – UPPER WORKSHOP

This workshop contains ten sets of smith’s tools, two sets of tinker’s tool, and two sets of jeweler’s tools., along with a large supply of brass, bronze, and copper (2,000 pounds, worth a total of 1,000 gp). Two small forges are positioned near windows (for ventilation).

PAPERS: A few miscellaneous papers are strewn about, including a Bill for Repairs Done to a Spiked Pit Trap.

SECRET DOOR – DC 16Intelligence (Investigate): The chaositech workshop in Area 4 is actually the second floor storey of the building next door (which has no access to its second floor, just a long stair that goes up to its third floor), so it’s not immediately apparent that there should be any access to it.

BILL FOR REPAIRS TO A SPIKED PIT TRAP

To the attention of Arquad—

A request of remuneration for the services of the Founders’ Guild in the repair and servicing of the safeguards in the back hall of Marquette’s Textiles, Pitch Street, Guildsman District.

To whit—

Repair of hinge mechanisms in door.

Replacement and treatment of spikes.

Additional items—

Blue whinnis commissioned from the Poisoners’ Guild on Black Str. Paid in full. Inc. in billed amount.

Billed amount—

1,875 gold thrones.

DM Background: The trap mentioned here is located in the hallway of Part 17: Undead Shipping Warehouse. The poison (blue whinnis) is being sourced from Part 7B: Alchemy Lab 2 – Poisoner’s Guild.

AREA 4 – CHAOSITECH WORKSHOP

A faint, pink-purple haze clings to the ceiling. There’s sickly-sweet scent raw with some form of potent pheromone. (Ask the players what the emotional reaction of their PCs is to the powerful pheromones.) Strange machinery – some combination of bronze and an unidentifiable black metal – crawls up the walls, although it’s difficult to tell where one device ends and another begins. Several work tables in both halves of the room are covered with softly bubbling chemicals, strangely glowing items, and an eclectic effluvium of technomantic components.

CHAOSITECH: Among a variety of half-completed devices and experiments, there is a sickening rod and blight bomb. There is also a copy of the Book of Greater Chaos. (See Addendum: 5E Chaositech.)

RIFLE CRATE: An open crate that originally contained 12 hellsbreath rifles from the Shuul Foundry. 6 remain in the crate, 2 others have been partially disassembled (and are in various states of study), and 4 have been repacked into a smaller container with a note attached: “Have these sent to the security cache in the temple on Malav Street.”

  • DM Note: The temple referenced in the note is Part 6: Abandoned Temple of the Great Mother. The crate was stolen from the Shuul.

IRON COFFER (10% chance): There’s a 10% chance of an iron coffer containing 500 gp, 40,000 sp, and 50,000 cp with instructions to have the Ithildin couriers ship it to the Red Company of Goldsmiths on Gold Street (see Part 12).

STAT SHEET

Guild Apprentices: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Arcana, Smith’s Tools
  • Equipment: dagger, hourglass, magnifying glass, oil of mending (x2), Vladaam deot ring

Master Craftsman: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Smith’s Tools
  • Equipment: hourglass, magnifying glass, oil of mending, Vladaam deot ring.

Chaositech Master: Use mage stats, MM p. 347.

  • Proficiency (+3): Medicine, Chaositech Tools, Smith’s Tools
  • Equipment: oil of mending, chaositech tools, chaos storage cube (Ptolus, p. 535), any 1 chaositech weapon (Ptolus, 535), Vladaam deot ring
  • Chaositech Stabilizaiton: 50% chance of negating chaotic failure of chaositech device.
  • Resist Insanity: Advantage on saving throws made when working with chaositech.
  • Tinker: Work 1d4+6 days to double a chaositech item’s range, area, duration, or add +2 to its damage or save DC.

Spellcasting: 9th-level spellcaster. Spell save DC 14, +6 to hit with spell attacks.

  • Cantrips (at will): acid splash, dancing lights, mage hand, sense spell (Ptolus, p. 632)
  • 1st level (4 slots): detect chaositech (Ptolus, p. 628), mage armor, magic missile, shield
  • 2nd level (3 slots): meld into stone, siphon (Ptolus, p. 633)
  • 3rd level (3 slots): counterspell, gaseous form, lightning bolt
  • 4th level (3 slots): private sanctum, stoneskin
  • 5th level (1 slot): mislead

Vladaam Guards: Use guard stats, MM p. 347, with AC 17. (Equipment: breastplate, shield, longsword, longbow, arrows x20, potion of healing, Vladaam deot ring.)

Go to Part 12: Guild – Goldsmiths

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