IN THE SHADOW OF THE SPIRE
PRELUDE 2C: THE AWAKENING – AGNARR
PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl in the 790th Year of the Seyrunian Dynasty
IN THE SHADOW OF THE SPIRE
PRELUDE 2C: THE AWAKENING – AGNARR
PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl in the 790th Year of the Seyrunian Dynasty
IN THE SHADOW OF THE SPIRE
Prelude 2C: The Awakening – Agnarr
In which our hero awakes on the softest bed and pillow he’s ever laid his head upon. (Could it really be stuffed with feathers?) And many other astonishing sights and sounds are to be seen and heard.
One of the advantages of using Ptolus as a setting is the wealth of graphical resources available for the setting. The big book itself is packed full of full-color illustrations, maps, symbols, and all manner of such things.
For example, there’s the Ghostly Minstrel — an inn and tavern specifically designed to service delvers, wanderers, and adventurers of all sorts. Here’s what it looks like:
Illustration from Ptolus: City by the Spire
It’s located in Delver’s Square, a plaza of small businesses dedicated to profiting off the gold-rush explorers of the caverns and complexes beneath the city. It, too, is illustrated. And so, when Agnarr looked out the window in this week’s installment, I was able to show his player:
Illustration from Ptolus: City by the Spire
I also spent $5.00 to pick up the Ptolus: Deluxe City Map supplement, so if I wanted to I could print this out as a handout for my players:
Illustration from Ptolus: Deluxe City Map
(When snipped out of the deluxe map, that defaults to a 7.5″ x 7.5″ image.)
And since I was planning to use the Ghostly Minstrel as the initial homebase for the campaign, I also spent $4.50 on Ptolus Adventure Maps: Ghostly Minstrel. This wonderful product gave me beautiful, miniature-scaled maps of the Ghostly Minstrel. Since the campaign has moved to the table-top, these maps have proved ridiculously useful over and over again — whether the PCs are getting ambushed in their rooms or surprising gangsters in the entry hall.
And most of the time, it’s not even about combat: Being able to show the crowded common room by actually showing the crowded common room is delightful. And just having this kind of visual reference, I think, helped to make the Ghostly Minstrel feel more like home.
It also meant, as the PCs were waking up in strange rooms with no memory of how they had gotten there, I could pretty much instantaneously prep handouts like this one:
Agnarr’s Room
“Here’s what you see. Now, what do you do?” That type of handout immediately raises questions. What’s in those dressers? What’s beyond the door? What can I see out the windows?
Even if I had the artistic chops to pull off this kind of work on my own (and I don’t), it’s still incredibly rewarding to have this kind of graphical panoply to draw upon. To be sure, the Ghostly Minstrel is an exceptional example of what Ptolus offers as a gaming resource — but the detail of the Deluxe City Map alone (which may be the best $5 I’ve ever spent) is enough to guarantee that, if I want it, there’s no place in the city that I can’t give some sort of visual reference for.
IN THE SHADOW OF THE SPIRE
PRELUDE 2B: THE AWAKENING – DOMINIC
PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl in the 790th Year of the Seyrunian Dynasty
IN THE SHADOW OF THE SPIRE
Prelude 2B: The Awakening – Dominic
In this installment of the campaign journal, you’ll find some custom-made, Latin-esque spell names and a prayer to Vehthyl, the God of Magic. Both of these were created by Dominic’s player, who simply spun them out of wholecloth during our PBeM sessions.
I really appreciated him doing this.
I know from personal experience that releasing some of your control over the game world can be difficult for a GM to do. But this type of player-initiated world-building should be encouraged for a number of reasons.
First, getting the players to care about the game world is actually quite difficult. Lectures rarely get processed. And even the focused world-briefings I hand out before a campaign rarely make much of an impression. (In the case of Ptolus, I have — on multiple occasions — been able to treat information from the pre-campaign handouts as mysteries that the PCs have to track down information about. The players haven’t noticed. In another instance, events in the same handouts were effecively retconned when I realized it would be more interesting for the PCs to play through those events. At this point, I would actually prefer it if the players didn’t read this and try to track down their copies of those handouts.)
But if the player creates the information themselves? That’s something that they’ll remember. That’s a thread that you can weave into the wider tapestry — and if they follow that thread that they’ve created, then they’ll have a chance to see part of the bigger picture.
Second, you can use this material as a pretty solid indicator of what the player cares about. If he’s designing rituals and heraldry for the order of knighthood his character has joined, you can pretty quickly identify the order as being important. That means that hooks and scenarios involving the order will be effective.
Third, no GM has an infinite amount of time on their hands. If your players are willing to be a resource, you should be willing to take advantage of that. Someone has mapped out the floorplan for their liege lord’s castle? Awesome. When assassins break into the castle, the player has already designed the scenario maps for you.
And won’t he be surprised to discover that there’s a secret passage in that castle that neither he nor his character ever knew about!
Which leads me to my next point: In most roleplaying games, it’s still the GM’s world. And for a large variety of reasons, the GM still needs to be able to exert some control over it. Which means that some ideas may need to be vetoed.
But I’d recommend using a “soft veto” if at all possible. If someone cares enough to put the time and the effort into creating something original and unique, then I think it’s worth your time to try to figure out how you can make it work for them. I have two varieties of soft veto:
THE SOFT VETO: “This looks good, but can we change X and Y?” For example, I remember a campaign from years ago where a player wanted to run a Scottish highlander. Now, my D&D campaign world at the time didn’t feature anything even remotely resembling the Scottish highlands. We took an underdeveloped kingdom on another continent and worked it over until it gave her what she wanted. She didn’t get the kilt that she wanted, but she was able to play the character that she wanted to play.
THE SOFTEST VETO: Sometimes I allow a “questionable” element into one campaign only to drop it from the game world after the campaign has been completed. This is for stuff that doesn’t quite mesh with my vision of what the game world looks like, but isn’t so problematic that there’s any good reason to reject it for a player who wants it.
But the truth is that player-created content is often pretty awesome. At some point I’m going to be able to properly utilize the element-worshipping Talbarites — a religious sect given its genesis entirely by a PC named Talbar (who, in a different campaign, was played by the creator of Agnarr the Barbarian).
I’ve written about dissociated mechanics before. But it’s notable that WotC’s designers began unleashing these immersion-shattering monstrosities before the release of 4th Edition. The latter days of 3rd Edition are riddled with them, as well.
For example, I was trolling my way through Monster Manual V this afternoon when I came across the gadacro demon. These creepy little customers “relish their victims’ eyes, preferably plucked from the skull of a victim that sill lives”.
A little demonic creature that plucks the eyes from your head sounds pretty horrifying. Just the type of thing that can really instill a true sense of demonic terror in the hearts of your players. So I took a peek at the mechanics they’d given us for modeling this…
Eyethief (Ex): A gadacro can forgo its sneak attack damage or extra damage on a confirmed critical hit to instead blind its opponent for 5 rounds. A creature that has been blinded in this way cannot be affected again until it has recovered from the current effect. Creatures that lack eyes are immune.
Yup. They’ll steal the eyes right out of your head and then, 30 seconds later, your eyes will miraculously regenerate and you’ll be just fine.
Wait… what?
A mechanic that allows for the true theft of an eye needs to be carefully balanced because it can be so devastating, but this ain’t the way to do it.
Here’s a better way, one that’s actually associated with the game world:
Eyethief (Su): When scoring a critical hit, a gadacro can be choose to forego all damage from the attack and instead attempt to pluck out the eye of its opponent. The victim may make an immediate Fortitude save (DC 10, based on Strength). If the save is successful, the gadacro’s attempt has failed.
If the save is failed, the gadacro has seized the eye. The eye is immediately damaged, imposing a -2 penalty on Spot checks and ranged attacks. If all of a victim’s eyes are damaged in this way, the victim is blinded. (This damage is permanent, but can be repaired with a remove blindness spell.)
If the gadacro suffers any damage or if the victim succeeds on an opposed grapple check before the gadacro’s next turn, the gadacro’s attempt comes to an end.
However, if the gadacro is undisturbed, on its next turn it can attempt to complete the theft of the eye as a full action. The victim must make another Fortitude save (DC 10). If the save is successful, the gadacro’s attempt has failed.
If the save is failed, the gadacro has plucked out the character’s eye. (The damage to the eye can no longer be repaired with a remove blindness spell. It requires regeneration or a similar ability to correct.)
It should be noted that there’s nothing mechanically wrong with the ability as presented in the rulebook. The only problem is that the mechanics are, in no way, a faithful represenation of what they’re supposed to be representing. A demon that can mystically steal the power of sight from your eyes is otherworldy, strange, and evocative.
(Although I’d probably be tempted to go one step further and allow the demon to actually see through the sightless eyes of its victim. Such a demon would feast on its experiential theft.)