Over the DM's Shoulder

Monday, May 24, 2021

Mystery Campaign Session Notes 12

Last time on the mystery campaign, the party's plans to investigate George Turnbuckle were stymied by a chaos storm, which made Ais and Montana unable to communicate normally. They changed their plans, took advantage of the changes from the storm, and hired a team of healers for their business. This time, the party works to shore up their business and prepares for investigating Turnbuckle. 

The previous session had ended at night at Ais' house, so we picked up in the morning. Beor was the first to rise, and he used his solo time to pray to Ehlonna. Ehlonna did not directly respond to Beor, but did instill him with a sense of accomplishment and peace. Shortly after this, Ais and Montana rose. Ais made coffee, and the group set to planning and discussing the details of their investigation. They addressed the possibilities they would face with looking into Turnbuckle's affairs, decisions for their business, the loose end of the powerful spellcaster involved in the case, and other details. 

After the discussion, the party decided to tend to their business in the morning hours and then speak to Turnbuckle in the afternoon--they felt that this was a more considerate approach which would improve their chances of success with Turnbuckle. So they donned their alter egos' disguises and headed to the site of the business, where Davil was working on the third of four apartment homes, and Nyrill was tending to a visitor after having finished painting the business's main building inside and out. Meanwhile, a group of three people stood nearby, discussing the building. 

The players first addressed Davil. He was working away on the apartments and seemed tired. He said he wasn't as young as he once was, but he still knew how to do the job right. After the party had checked in with Davil, they turned to Nyrill and the visitor. It turned out that the visitor was a dwarf named Peyton Copperminer, the painter that Nyrill had spoken of contracting to paint the vistas in the healing center. Copperminer took some directions from the party, ultimately agreeing to paint a different natural scene in each of the healing center's six rooms as well as a mural for the lobby and an elaborate hanging sign to display outside. 

Having addressed all of their employees, the party turned their attention to the people observing the healing center. As they turned to these people, the new employees of the healing center--Nicole, Josephine, and Grat--approached, and Grat began animatedly calling out to them. From a distance, the party was only able to discern that she was explaining the new healing center to the people, and that she was leading them to the business. 

The party prepared to greet the visitors, including Montana casting "Prestidigitation" on Beor so that his hands radiated natural green energy. This big welcome impressed the visitors, who seemed excited that their neighborhood had gained a few nicer buildings. One of the visitors stepped forward with interest about natural healing. Sunburned halfling Quinn Goodbarrel complained of a broken piece of metal that was lodged in his back; further, he had issues with the gods and did not want divine magic to be involved in healing him. 

Beor called Josephine and Nicole in to observe as he inspected Quinn. Quinn showed him the spot on his back where the broken blade still was. Beor administered a healing potion from the first batch of Ais' multiplied potion, and the results were quick and dramatic: Quinn seemed disoriented for a moment, and then the blade tip, having been pushed by accelerated healing out of his body, clattered to the ground. Quinn was ecstatic, thanking Beor for the solution to his chronic pain and promising to spread the word of the new healing center to anyone he could. 

In the meantime, Ais was training Grat on how to use the liquid multiplier. Grat seemed to learn quickly, not only asking specific questions, but even anticipating things about the invention that Lyssbetonk had not discussed in her descriptions of the device. During the training, Ais became passionate about the machine and accidentally slipped in her character voice as Dr. Miranda (as the players were in disguise this whole time) in her instructions for a moment here and there. Grat sympathetically told Ais that she could tell that Ais, Montana, and Beor were in disguises, and that she didn't want to ruin their plans, but that Ais could drop the act around her if she so chose. Ais was very tentative about all this, but seemed ultimately grateful that Grat was both a good employee and a considerate person. 

Soon afterward, Marietta (the street food restaurant owner who the party asked to expand into their outbuilding) arrived to check out the new site of the restaurant. She was pleasantly surprised by the size and quality of the building; she was only minor alterations would be necessary for her purposes. The party discussed with her the detail of rent for the building and settled on 3 silver pieces per week, which is just a touch more than she pays for her other location. Out-of-game, I thought this price was a little step--you could save money on rent by buying the location outright for only one month's rent charges--but given how much Marietta will be able to make with a more upscale menu and wealthier clientele, the tradeoff seemed fair. 

Having been able to only illustrate the power of the healing potions while tending to Quinn, Beor decided to offer a little more training to Nicole and Josephine. They took in Beor's words carefully, and they indicated that they would be comfortable establishing a routine between the two of them to tend to the business when the party couldn't be there. The training was quick, but the party came away with the sense that their business was almost completely formed; it would just be tending to the final details over the next three days to prepare for opening. 

At this point, the party was gearing up to head to Turnbuckle's tower, having done everything they could at the business for the day. But first, they checked in with Davil one more time, now with an agenda. They had heard from Baldwin Weams, tavernkeeper who kept Hildy and her family fed, that Hildy was a prolific and beautiful writer, not least because it was her only way of communicating. The party asked Davil for access to her writings, specifically journals that might reveal what was happening in her life before the murder. Davil was uncertain at first, wanting to protect the memory of his daughter. But after a bit more discussion, he relented and agreed to a compromise: he would bring the party her most recent journal only. Satisfied that it would be the most helpful of her writings, the party agreed and granted Davil the rest of the day off to spend with him family and gave him a small bonus to provide a nice dinner for the Analeths. 

Out-of-game, this now means that I'm going to write the most recent edition of Hildy's journal. I'm imagining a combination of recording her everyday life, a collection of illustrations and poems, and a few clues/secrets that apply to the campaign. I'll be writing it soon and posting it here so that you can follow along. I'll be using this method to create the journal, and I think it will be a fun changeup to have the players pore over some documents to get their next information. 

The first page (out of ten) in Hildy's journal. 


Just before setting out for Turnbuckle Tower, Beor prayed once more. He asked the Ehlonna bless Davil and his family with a sense of peace and acceptance for Hildy's death. [Out-of-game, Beor's first prayer roll was a 79. I ruled that he got a sense of positivity but nothing major. But this second prayer was also a 79. I wanted something bigger to happen.] Beor suddenly felt himself inside Davil's body as he walked away, and then felt an immense calm and sense of love and peace come over him. He could tell through a sort of dream logic that Davil's family felt the same way. Ehlonna had granted his prayer, then, and wanted Beor to know it. And at this point, we called the session, with a visit to Turnbuckle immediately on the horizon. 

That's all for now. Next time on the mystery campaign, the players will confront George Turnbuckle, try to learn his place in the mystery, and face an unexpected foe. Until next time, happy gaming!

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Friday, May 21, 2021

How to Use Individual Intro Sessions to Start a Campaign

It's the first session of your big campaign. Your players are settling into their new characters, and most of the first session ends up being you establishing the setting and the plot while your players figure out how they fit in the world. This doesn't make it a bad session, but it also means that your players are spending more time getting started than really playing. But you can work around this difficulty with one simple action: using individualized intro sessions. By providing each player with a customized session to get them into the world and hooked into the story, you can ensure that your first session is all about the players truly getting started on the story. Read on for a full guide to creating individualized intro sessions. 

Years ago, I deployed individualized intro sessions for the Eastweald campaign, and I addressed some of the benefits of these sessions, but now I would like to expand that and provide instruction as well. But let's start with an expanded look at the benefits of individual intro sessions. I'm going to focus on five ideas, specifically how these sessions allow: the player to roleplay their backstory, the player to test their abilities, the player to express themselves without pressure from the group, both players and GM to introduce story events, and the GM to work directly with players (a rarity in TRPGs). 

So let's start with one of the more obvious ideas: these sessions let your players roleplay their backstory. This in and of itself affords us a collection of benefits. First, there's the direst consequence of the intro session, which is that the player gets to begin the game by simply exploring the gameworld a bit. This means that they can enter the group session with more knowledge and confidence, which is vital. For players interested in roleplaying, these sessions will also grant the inherent benefit of the player enjoying their introduction to your world on their terms. The player also gets the opportunity to figure out some details of who their character is in practice before having to interact with the rest of the party. These ideas are all related to the benefits the player reaps, but there is a massive benefit to the GM as well: you get to learn more about the player's character in a controlled environment, which sets you up to present that character with more individualized attention as the game progresses. When I did intro sessions for the Eastweald campaign, I learned a lot about my players' characters and their motivations, which better prepared me for the challenge of dealing with four players characters at once. So you see that by allowing players to roleplay their backstories, we get a wealth of benefits. 

Then there's the fact that an individualized intro session lets players test their abilities. Remember that in the vast majority of campaigns, all the characters in the game will be new creations, which is to say that the players will be the least prepared to play their character effectively that they can be. I've seen first sessions where players are playing spellcasters for the first time and don't know how to cast them usefully yet, and I've seen players end up quite surprised by how their actual actions play out. You can't get rid of the test period, but you can relegate it to an individual intro session. This leads right into the idea that players also get the benefit of getting to privately test their character away from the eyes of the rest of the party. This also means that you can coach the player in a safe space, away from the potential judgment of other players. And let's not forget that the player character existed in the gameworld before the player developed them, in a sense: when a player makes a 36-year-old character, that character has 36 years of life to account for, and in that time, they would certainly have become familiar with their own abilities. An individualized intro session means that when these characters meet, they will already have a sense of what they are capable of and how to achieve results. This is more gratifying and surprising for the other players as well, who get to see this player character being capable as a first impression. Testing abilities is another feature of individualized intro sessions that provide a variety of benefits to the game. 

Next, let's consider the ways that playing away from the pressure of the group can be a helpful force. I've already touched on a few of the ways this can benefit your game: players enter the true first session more confident and capable, allowing you as GM to both help and challenge them. But it's more than that. Let's think about the mindset of a player figuring out their character for the first time. They're thinking about their character concept and the details they've created, the collection of story ideas, how to fit together with the party, and plenty of other ideas. That's a lot to consider and act on. And the pressure to do well and impress the other players is a real factor. No one wants to show up and seem like the least capable person in the party. But we can take a lot of these things off the player's shoulders. An individualized intro session means that they can think about their character and the gameworld, and that is essentially it. They can integrate themselves into the world in a way that makes sense to them, and without worrying about monopolizing the session. Then, when the first group session begins, the player has already gotten practice roleplaying their character and can worry about the group details. It may sound like a small benefit, but taken with all of these other benefits, it's hard to dismiss. 

Then we have the way that story events can be distributed in an early campaign. This is a delicate time for you as a GM; you're trying to unite the party, unveil your story, and keep the game going towards the endgame. Introducing the main quest at all can be a daunting task; how do you get these player characters, with their varying backgrounds, skills, and interests, to work together in the first place? But the individualized intro session lets you break that work up into smaller parts. Instead of getting an entire group of different people to agree to the same idea, all you have to do is rope one player character in at a time. You can use the intro session to set up the main quest so that when your first group session starts, your characters are already basically united. You can also use these sessions to develop the late game by revealing details that will become important later on. But it's not just you who can introduce story in these sessions. Your player will also add story ideas to the game, whether they mean to or not. When a player in an intro session identifies something as being a considerable part of their character's life, you have a new story idea; just take that idea, develop it a bit, and deploy it in the game. More on that below, but for now, just think about it this way: you get more story developments out of two sessions than one, so these intro sessions will always grant a boost to your game's story. 

Finally, let's address the way that these intro sessions allow the GM to work directly with the players. You know the scenario: you're GMing, and even though you don't mean to, a certain player or character ends up being relatively left out of the game for a while. Early in a campaign, this can be a real issue; if the players and their characters aren't hooked, early struggles could unmake a campaign. You can resolve that with these intro sessions--the very first encounter the player has with the game, they're the star. Their everyday life is the plot of the session (again, more below), so it's not about the story; it's about the player character. The first time the player actually plays their character in the group session, they'll be able to join the party already knowing--and more importantly, feeling--that their character is a central part of the campaign. This strategy works especially well if you suspect that some of your players will be more dominant in the game than others; with individualized intro sessions, those more dominant players will come in already partially satisfied by the direct attention they got in the intro session. And if there's something you need to customize for a specific player (granting them a special ability, personalizing a plot hook, addressing complicated backstory, etc.), an intro session lets you give that personalized attention without seeming like you're favoring a specific player. 

This is a pretty dizzying array of benefits. The relatively simple action of providing individualized intro sessions unlocks a variety of advantages, from helping players to helping yourself. And this concept need not be applied exclusively for introductions. Many GMs have encountered a time that a player character necessarily had to go about something alone. If this occasion lasts more than a few minutes, you can opt for an individualized session, which will both relieve other players of watching someone else play and allow you to really go all-out on the individualized time instead of truncating it for the other players' benefit. So it's a useful idea, but how do we implement it? 

Just as individualized intro sessions are a simple idea, implementing them in the game is very simple. My instructions will pertain to specifically introduction sessions, but the same general rules apply if there's a mid-story individual session you need to run. The basic formula exists as three acts: a day in the life for Act I, a complication for Act II, and a link to the campaign for Act III. 

Act I: Day in the Life. You want to depict the player character in an average day. This is partially to characterize them, partially to gather an idea of what the character is really like, and partially to make the complication in Act II more dramatic. Running this is very simple. Tell your character that it is dawn (or early afternoon if your Act III requires nighttime), and ask them to describe how they go about their day. Some players, especially those who are not roleplay-minded, may struggle with this. Encourage them and promise that it doesn't have to be interesting. By granting the player more control over the beginning of the session, we are both letting the player be as creative as they want and setting up an emotional response when the complication arises. Common activities in this act include getting a meal, tending to business needs, meeting with acquaintances, practicing skills, and other fairly inconsequential things. If your player wants the intro session to be more action-packed (perhaps they're pulling off a dangerous job that day), don't bar it entirely, but encourage them to pick something a little simpler; there will be time for that dangerous job later. Let's look at an example of Act I:

Let's say we're planning a campaign about taking down a lich who is slowly taking over small towns across the countryside. We have three players, one of whom is a fairly new TRPG player; we'll call her Greta. Greta has created a ranger-type character, which will be a challenge since she's never played a magic user before. So for Act I of her intro session, we want her to show us what her ranger (Maeve) actually lives like. Greta is a bit tentative at first, but ends up describing doing a bit of hunting for breakfast, tidying up her cottage, and heading into town for supplies, where she runs into a friend, a cleric of Obad-Hai; they share a reverence for nature and a distaste for city life, and so they have bonded. Essentially all of this information should come from Greta. If she's having a hard time imagining the details, ask open-ended questions about Maeve's interests. You want this part of the session to last about one-third of your total time, but you can cut it a bit short if your player is really struggling. (If they are, ask them to develop some more details for roleplaying their character.) Once you have a good idea of Maeve's day-to-day life, it's time to move onto Act II. 

Act II: Complication. Now something interesting happens. It should be directly tied to the campaign's main quest, but remember that you're not even in the first group session, so you don't want to give everything away. The complication shouldn't necessarily be a quest; we're more looking for something that adds some intrigue and which requires some poking around. You can introduce this idea however you want; interrupting one of the mundane tasks in Act I works well, as does having an event unfold in public where the player character can see it, and disrupting the player's actions can make things even more dramatic (imagine that the player character goes to visit an old friend and finds their house boarded up with a menacing note on the door--that will shake things up). The nature of the complication isn't as important as the effect: you want your player to be a bit jarred by the transition from Act I to Act II. You also want to include some information for the player character to investigate, otherwise, this step is just one moment of drama. This act should also take about one-third of your time. 

Let's say we're running our intro session for Greta, who has been having Maeve walk around town doing everyday things. She goes to a common goods shop to buy some rope, but--complication!--the store has no rope. And the shopkeeper says that no other shops in town have rope either, or many other common goods. The problem, they say, is that all the city's rope is imported from two small towns to the East, and both towns were recently sacked. The report is that some powerful villain is capturing small towns, and no one knows why. I would also have the shopkeeper disclose that there is a leader here in town who wants to fight back against the villain, give Maeve a name and location for this leader, and let the shopkeeper encounter end. But Act II isn't over; now it's time for Maeve to investigate the claims the shopkeeper made. Then we can have Maeve search for the leader (stymied initially, but succeeding with persistence) and ask them about the villain. This is how Act II closes. 

Act III: A Link to the Campaign. Now for the finale. You've got your player character interested in the hook, but now we need to reel them in. Generally speaking, the easiest way to do Act III is for the whole act to be a big conversation, followed by an event which changes the stakes. In game terms, what you're looking for is a connection between the complication in Act II and your campaign, which shouldn't be too much of a challenge given that we designed Act II to lead into Act III. The gist is this: the person with information about the campaign's quest should communicate some setup ideas. By this, I mean that the NPC in question should explain a bit about what has led to the bad situation that's happening; then they propose a plan to deal with; finally, they reveal that they are constructing a team of people to deal with the bad situation, which the player character will be a part of. The NPC should answer as many player character questions as they can without you giving away anything that needs to wait for the whole group. Think of the first half of Act III as your commercial for your campaign--really try to sell the player character on the idea. Then, in the next half, we see that the stakes are different than we imagined. Something dramatic that makes the bad situation worse should occur. This will impress upon your players that the need for help is strong and hopefully personalize the appeal of the campaign (they might fight to defend a nearby town, but they will certainly fight to defend their own town). Then, to wrap things up, have the NPC who explained the situation indicate that they will be assembling the team soon to deal with these issues. 

Let's say we're still working with Greta and Maeve. They've just heard that nearby towns have been ransacked and sought out the leader they were told about. The leader explains that the situation is looking bad: the villain has captured at least three villages, and while no one has yet to safely report back with intelligence on what's happening in those villages, the fear is that people are being killed or enslaved to further the villain's goals. To personalize this for Maeve, I would have this leader explain that certain sections of the forest have been targeted as well, sections of the forest that are frighteningly close to Maeve's camp. (Now it's personal, hopefully.) Then, after Maeve's questions have been answered and you feel you've sold the threat of this villain, it's time to have the something dramatic happen. We could have the lich attack the town if the whole party were here, but one player against the BBEG before the campaign even starts could fail to go anywhere. Instead, we have someone burst into the room with the leader and Maeve. They are short of breath and struggling to speak. "Another town to the east has fallen. Red Hawk has been captured. The lich is only two days' ride away," they finally manage. This messenger might be bruised and scraped; they may speak of the horrors they witnessed with their own eyes. Once you feel that your player has grasped that this indeed is the main plot of your adventure, it's time to wrap up. The leader will indicate to Maeve that they appreciate her volunteering, and that she will be assigned to a special group of agents to fight the lich. And so ends the individualized intro session with Maeve already hooked into the game pretty completely; now meeting the rest of the party is the biggest concern. I would call that a pretty successful single session. 

Considering all of the benefits I have outlined above, it's easy to see why an individualized intro session can be helpful. If you have a bigger party (6+ people), it may seem daunting to do that many sessions before even starting the campaign. If that's your situation, lump people together in pairs of characters who know each other already and provide fewer intro sessions with many of the same benefits. Personally, though, I recommend an individualized intro session for any campaign that takes storytelling and roleplaying seriously--it will surprise you how much these sessions can improve the beginnings of a campaign. 

That's all for now. Coming soon: how to spice up generic enemies, things to include in marketplaces, and an argument for why roleplaying is the pinnacle of TRPGs. Until next time, happy gaming!


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Thursday, May 20, 2021

Naming Conventions by Culture in My Homebrew Setting

In this, my hundredth post, I want to talk about something that I consider very important in homebrew creation that I think can also be one of the most fun details about your world: naming conventions. Whose names sound which way? What do those names mean? What do titles mean? This information about character names should create a sense of consistency in your world and communicate cultural ideas to your players. Below, I have explained all of the naming details in my homebrew world, and you can use the same method to create a system of names for your world. Read on for the full description of naming conventions. 

Note: In my homebrew world, I use the standard D&D 3.5 races, and I have added to that framework the idea that there are two distinct lines of humans with very different cultural traditions. I also have determined that in my world, what the manuals refer to as half-orcs are simply orcs in my world; the orcs in the handbook are too violent to take part in society, so how could an entire race of half-orcs appear aside from as a product of violence? I don't like that idea, so I simply use orcs. Finally, the names I am using as samples for these details come from my list of NPCs complete with ages, personalities, and alignments. 

Daltoners

First Name Conventions: Daltoners are meant to represent forces of imperialism and cultural repression in a way that reminds me of British history in the 18th and 19th centuries, so I decided to give them names that sound like they belong in that era of British history. Classic English language names like George, Madeline, Thomas, and Elizabeth are all good Daltoner names. Generally speaking, the more dignified-sounding the name is, the more prominent that person is in society. 
Last Name Conventions: Last names again are meant to evoke imperial British names. This means that most Daltoner names are simply common English names like Smith, Johnson, Cooper, and Williams. But these hyper-common names are not the limit; any name that makes you think of an average white person will work just fine. There are certain last names in Daltoner society that are more respected because of prominent holders of that name, but the individualist streak in Daltoners means that everyone believes their name will be famous one day as well. 
Nickname Conventions: Daltoners abhor nicknames in general, and the vast majority of them go by their full name at all times. Daltoners who are outsiders to society or who spend more time with other races (a rarity) might go by a shortened version of their name, but this is not a common practice. Even parents use proper names for their children rather than develop nicknames. 
Sample Names
Peter Overstreet, Claire Matthews, Rhonda Skinner, James Sheffield, Earl Sumner
Cultural Titles: There is truly only one cultural position held dead by Daltoners: the religious official. The Dalton Church of Pelor, a dark reinterpretation of the sun god, now requiring sacrifice, has two positions: Chancellors, who are responsible for choosing a Bishop and tending to the financial needs of the Church, and a Bishop, who acts as the supreme leader of the Church. Most Daltoners know the names of the Chancellors, and all know the name of the Bishop. 
Civic Titles:  The chief leader of the Daltoners (located in New Dalton, the capital of the Daltoners) is the position of Tsar. Non-Daltoners contend that the Tsar is nothing but a puppet to be controlled by the Bishop; Daltoners reject this claim publicly but privately acknowledge that the Bishop is the true leader of the people. Because Daltoner society is so stratified with the extremely privileged at the top, there is little chance for the average person to attain a rank or title. 

Faninites

First Name Conventions: Faninites were inspired by Viking culture: I wanted them to be a peaceful version of them, a family-oriented, nature-revering line of humans who stand in direct opposition to the Daltoners culturally speaking. But part of the story of the two lines of humans is that non-humans (and even humans to an extent) cannot tell the difference between Daltoners and Faninites. To that end, I wanted the two human lines to share naming conventions to a certain extent so that names couldn't be used to distinguish between them. So Faninites also have similar names to Daltoners. Sample Faninite first names might include less formal names like Riley, Della, Norma, Aaron, and Sid. But you could just as easily use Nordic naming conventions for Faninites if you wanted them to be distinct. 
Last Name Conventions: Again, Faninite names sound similar to Daltoner names. We might add that Faninite names are a touch more abstract and modern in sound, names like Zorn, Laird, Clanton, Lecky, or Vance. Faninites sometimes grant a different last name to their children than they have; this is because honoring a great person from the past is more important in Faninite culture than passing down a family name. 
Nickname Conventions: Faninites prize nicknames; family members and friends often call a person by a nickname. Faninites might have as many as three or so nicknames, but most will have only one. This nickname is most often a shortened version of the full name, like "Del" for "Della" or "A" for "Aaron." Using a nickname in this fashion is a sign of familiarity, and only people who know the person well use their nicknames. 
Sample Names
Posie Quarterlane, Quint Randolph, Eva Wyatt, Zed Clanton, Della Eckman
Cultural Titles: Titles are considered socially unwieldy in Faninite culture, so positions of prominence are not given special titles. Rather, the individual is given a specific nickname that elongates the name ("Dellarin" for "Della" or "Aaronic" for "Aaron") to indicate their position. 
Civic Titles:  There is no formal Faninite government in Evanoch; the only Faninite governing body lies on the island of Fanin far to the north. But back in Fanin, the leader of individual communities gains a small prefix title: the addition of "Ur-" to the name, such as "Ur-Della." Using this prefix is reserved for only very formal occasions--most of the time, the leader is simply addressed by their first name like any other person. 

Dwarves

First Name Conventions: Dwarves in my world live in a feudal society with a strict aristocracy. To that end, I wanted them to have a sense of early British society, and their first names are in line with this: regal-sounding English names. So like Faninites and Daltoners, dwarves have typical English first names, though with an ear for names that inspire a sense of a time past. Dwarven first names include Damon, Frances, Gordon, Norris, and Viola. 
Last Name Conventions: Of all the names in my world, last names for dwarves are the most challenging to keep varied. My formula for dwarven last names is [a natural thing or common dwarven item] + [a verb ending with -er]; sample names include Hammerpounder, Rockhewer, Copperminer, Oakcutter, and Hidesplitter. Dwarven names are passed down with a focus on familial legacy; these names can be traced back thousands of years, and ancestral research and reverence is a great outlet in dwarven society. 
Nickname Conventions: Dwarves do not take well to affectionate nicknames; decorum is prized in dwarven culture, so diminishing that decorum with informality is frowned upon. Rather, dwarves are often called by friends by their last names as a way to honor their family. 
Sample Names
Tane Stonehauler, Heidi Throatstomper, Lana Golddigger, Edgar Grassgrower, Heathcliff Mudcarver
Cultural Titles: Dwarves who become notable artists are granted the title ortaken, or "Creator"--this title is respected by some, but art is not the highest attainment in dwarven society. Dwarves who become notable spiritual guides are granted the title wedarir, or "Beacon"--this title is highly prized, and neglecting to refer to it is a major faux pas. Dwarves who become notable business owners are granted the title vintish, or "Steward of Community"--this title is the most highly prized among civilians in dwarven society. 
Civic Titles:  Local leaders in dwarven settlements are called prentik, or "Standard Bearer"--this title identifies the dwarf with the title as the face of the community in all regards, and in some communities, neglecting to use this title is a minor crime. The supreme leader of dwarven society lies in the dwarven capital of Underhar, and is the Dronith, or "Regent"--it is absolutely required to address this figure as Dronith, or risk offending the most respected dwarf in the known world. 

Elves 

First Name Conventions: The elves in my world are gentle, thoughtful creatures with a strong sense of duty and hierarchy in society. When I was first developing my world, I aligned the elves with Japanese culture (power in silence, respect for superiors, technological and artistic wonders). But I didn't want to use Japanese-sounding names for a variety of reasons. Instead, I opted for a sound that seemed to me in line with the elven language, which I wanted to be soft and whispery. Elven words use lots of Ls, as well as lots of vowels. Their names function the same way. Sample elven names include Achiel, Illthar, Sorildyn, Higella, and Corbell, each of which has a soft sound. You'll also notice these names are a few syllables longer than the names above--I like to think that elves have very intricate names in this sense. Also, the names for elves are not easily distinguishable by gender; any of these names can serve for whatever gender your character in question is. 
Last Name Conventions: Last names among elves follow the same general rules as the first names. In fact, a good first name for an elf probably works just as well as a last name. We want lots of Ls and other soft sounds and a variety of vowel sounds. Sample last names for elves include Quintar, Pillas, Ternala, Visyl, and Folwyn. Elves pass their names down by family line, but the parents discuss which of their last names the child will take. Generally, elves choose to bestow the most well-respected name. (Elves do not take one another's names in marriage.) 
Nickname Conventions: Nicknames in elven culture are considered flippant to the careful name selection of the parents, but that does not prevent nicknames from occurring at all. Especially younger elves give each other playfully honorific nicknames. For instance, an elf with a fixation on the local library may be nicknamed illin fieln, or "Great Eater of Pages." 
Sample Names
Davil Prenille, Toniel Gla'asa, Gemila Sappol, Lorasta Xarkas, Pethana Bresyra
Cultural Titles: Titles are a major consideration for elves. Some titles persist across communities, while others are created specifically for one person. The trend with elven titles is that they are lengthy and try to communicate ideas in a poetic fashion. So an elf who tends to the poor and sick in their community is called ryster nillian blox welinst, or "They Who Care for the Wilting Flowers." It is considered both bad manners and bad luck to neglect using a cultural title. 
Civic Titles: Since the dissolution of kingdoms nearly five hundred years ago, a variety of elven government style has risen. Many of the leaders who ruled the elven kingdom then are still alive now, and many of them resent the fact that their powers were so sharply curtailed. Thus, they are especially defensive of their titles, and elves who disrespect those titles have faced serious punishment. Though the terms vary by the government style, most elven community leaders are called by the title gollinta, or "One Who Tends." The supreme leader of the elven society is the leader of the elven capital of Mishara, and they are called Cestalion, or "Emperor." 

Half-Elves

First Name Conventions: Half-elves are the product of a union between humans and elves--in my world, half-elves are specifically the offspring of the Faninites and elves, as essentially no elf would be willing to partner with a Daltoner, and Faninites lived in Evanoch for over 800 years before the arrival of Daltoners. All this is to say that half-elven names, like most of the rest of their culture, is based on both Faninite and elven traditions. In general, I like to represent my half-elves with names that suggest their identity: a first name that is Faninite and a last name that is elven, or vice versa. Or course, some half-elves have purely elven or purely Faninite names; details like that should be decided depending on the character who's being named. Sample half-elven first names include both styles: Algar, Dewey, Fintik, Janet, and Osharia. 
Last Name Conventions: Again, this is a mix of Faninite and elven traditions. When it comes to bestowing a name on a half-elven child, the parents choose a name that combines their two traditions, but then on the half-elf's 5th birthday, they are asked to revisit their name--would they like to change it? By means of this tradition, half-elves are allowed to choose how they represent themselves, either by conforming to local standards or representing oneself as an individual. Sample half-elven last names include Yarborough, Topperill, Tanner, Biquinial, and Holcomb. 
Nickname Conventions: Half-elves borrow more from Faninites in terms of nickname customs; most half-elves have a small collection of nicknames by the time they become adults. The modern elven tradition is included as well, and the standard formula for a half-elven nickname is [shortened version of the first name] + [an honorific title]. A sample in this style for a talented young baker named Priscilla might be "Pris, Grand Architect of Cakes." 
Sample Names
Webster Xan, Edmund Biriel, Ivell Cardham, Haleira Yamhill, Valerie Orson
Cultural Titles: The taste for honorific nicknames affects cultural titles; any half-elf who attains a role of even moderate importance in their community is usually given a nickname by the half-elves around them. Half-elves are more broad and less selective about what roles serve society than elves, so these titles can honor even the smallest roles. A sample title for a dedicated schoolteacher might be nerill tydam scintis, or "Farmer of the Mind of the Future."
Civic Titles:  There is no official half-elven government in existence in Evanoch, but due to their skills at diplomacy, many half-elves are in important positions. So while there is no term for a specific leader in half-elven culture, the general term tiellen, or "Conductor," functions to acknowledge the position, but without placing undue seriousness on the term, as half-elves are far less friendly to hierarchy than their elven parents. 

Halflings

First Name Conventions: In the lore of Dungeons & Dragons, halflings are a reinterpretations of Tolkein's hobbits. In my world, though, halflings are more enterprising than hobbits, and halflings are also a matriarchal society in my world. So I wanted my halflings to feel distinct from hobbits. And so instead of the hobbit's naming conventions, my halflings have a formula that recalls the dwarves: [traditional English first name] + [an everyday item]. So the halflings' first names are similar to human and dwarven names, but with the addition that the first names be slightly less common names. Some sample halfling first names would be Kirk, Josephine, Augustana, Abner, and Felix. 
Last Name Conventions: The last name of a halfling is an everyday item, something common. But it's not just a random item; halflings are raised solely by their mothers and are given a unique last name on their first birthday that reflects an everyday object that inspired wonder in the halfling as an infant. So some sample halfling last names would be Glass, Loom, Cuff, Bluebottle, or Tealeaf. 
Nickname Conventions: Halflings are pretty easygoing about nicknames; if they are given one, they will answer to it, but it is unlikely that they tell others about this nickname. Some halflings who have lost the wonder at the item they were named for will elect to go by a new item; Josephine Glass, no longer enticed by the shine of a perfectly smooth surface, goes by "Lock" when they become transfixed by the lock's intricate mechanisms. Halflings themselves never bestow nicknames on others, mostly because they understand the fickleness of nicknames and wouldn't place others in that position. 
Sample Names
Lisa Keyhole, Tabitha Tealeaf, Clover Loom, Felix Manykeys, Ralph Warmpipe
Cultural Titles: Halfling society is incredibly individualistic; the halfling capital of Curagon is a massive anarchistic collection of people who live as though no one else shared their space. As a result, honoring specific people with special titles simply does not happen. Cultural leaders are referred to by their first names. One small exception is in the field of music; halfling music is the most inventive and wild of all the cultures' music, and halflings who prize a specific musician may refer to them as ringert, or "Little God"--a reference to the otherworldly control over sound that these musicians display. 
Civic Titles:  Because halflings have no government and actively resist hierarchy, there are no civic titles in the halfling culture. However, halflings who try to establish governmental or otherwise controlling entities are known derisively by other halflings as gorin, or "Misguided Fool." 

Gnomes

First Name Conventions: When I was first getting into D&D about 15 years ago, I read that gnomes collect a variety of names over their lifetimes, and that many of these names were silly-sounding. I was inspired. Gnomes quickly became one of my favorite groups to play as both player and DM, and when I established the naming conventions in my world, I simply had to keep this fun detail. So, according to gnomish custom, gnomes are given names regularly and by a variety of people. The gnomish sense of humor dictates that silly-sounding names are among the most prized. So gnomish first (and last, and middle) names are either strange sounds or nonsense words. (These are the most fun to come up with.) Sample first names for gnomes include Melodrome, Tinktink, Quilp, Mimble, and Arcwitz. 
Last Name Conventions: Gnomish last names are basically the same as gnomish first names, but I do try to make it so that the first and last name work together to be sillier than the sum of the parts. Above, I used the example name "Melodrome," which I thought needed a similarly bouncy and nonsensical counterpart; the last name I chose for "Melodrome" is "Boddynock," which I think has a nice ring to it. Similarly, the name "Arcwitz" needs something especially silly to balance out the cool-sounding first name; this character's full name is "Arcwitz Jellyroll." Other gnomish last names include (Tinktink) Clicksteel, (Quilp) Wobblebonk, and (Mimble) Ladlesworth. 
Nickname Conventions: Gnomes collect nicknames like a magpie collects shiny things. Not only are gnomes given a name each by their mother, father, siblings, aunts and uncles, grandparents, friends, coworkers, and partners, gnomes will adopt any strange name they think up, hear, or are called by relative strangers. It is not uncommon for a gnome to have upwards of 20 names, all of which they regularly use; gnomes employ certain nicknames depending on the situation and their mood. Close gnomish friends might have as many as five nicknames for each other or more; it all depends on the particular disposition of the gnome in question. Among gnomes, introducing oneself with up to 10 names is expected, and gnomes sometimes get into informal competitions to see who has the most names or the strangest names. Most gnomes provide only two names to fit in with the other races' naming conventions, but some stubborn gnomes will list more than a dozen names just to mess with non-gnomes. 
Sample Names
Haftra Fiskinspark, Gorbulus Boffins, Dimly Sadpockets, Trifffft Penderflerflur, Darcy Fortypigs
Cultural Titles: There are far too many titles in gnomish culture to count. Any individual rank might be referred to be a score of different names, often causing confusion to those who are not well-versed in gnomish naming conventions. The one title that is common enough to mention is a special honorific for inventors who have changed the world in some way through their inventions: wielinack, or "Manipulator of Matter," is a term of extreme status and is not used lightly. 
Civic Titles:  There is a specialized title for every rank within the densely hierarchical structure of gnomish government. The gnomes in my world have a sense of order and structure that is represented in government; they live in a democratic socialist society, and there is a system of power that includes a variety of ranks. The gnomish capital of Vestry is organized into sixteen sectors (in a large square shape), which creates four quadrants and one whole. Thus, the leaders of the sixteen sectors are referred to as xintash, or "Mayor." The leaders of the four quadrants are called perinsh, or "Governor." The leader of the whole of the gnomish capital is called snirj, or "Lord." 

Orcs 

First Name Conventions: Orcs, with their focus on actions over words, are often quiet in conversation, speaking only when action is called for. I interpreted this to mean that the orcish language is rough, guttural, and sharp. To that extent, the names of orcs are short words, mostly intimidating sounds. Linguistically, the orcish language is rich in Rs and Ts, which create a sense of sharply-spoken language. So the orcs in my world end up having first names like Trall, Ruk, Grat, Rilka, and Lazgar. 
Last Name Conventions: Orcish last names follow the same pattern as first names: short, sharp words. But while the first names of orcs are normally only a syllable (maybe two) long, their last names are a bit longer, which I used because I figured family names would be more distinct than first names. Orcish parents traditionally engage in a sparring match just after the child is born; the victor decides which of their last names passes on to the orcish child. Oftentimes, this sparring match is only a formality, as most modern orcs pass down the name of the more well-known of the parents. A few example last names for orcs would be Frenk, Dugorim, Ragash, Lagahk, and Bagdurash. 
Nickname Conventions: It is tradition in orcish society to gain a manner of nickname--an honorific of combat prowess--at the age of 16, when they enter adolescence. This honorific title is called grountin, or "Battle Face." Typically, a young orc spars against either a parent or other caretaker/mentor, and their actions become the source of a new grountin. Even if the young orc does poorly in the fight, they are rewarded with a name that honors what they did well. A formidable orc might have a grountinlike ruktin, or "Fearless"; an orc who performed less well in the fight might have a grountin like turrak, or "Cautious." These nicknames are worn as a badge of pride and are considered to foretell the future of the orc who has been bestowed the name. These nicknames are generally not shared outside of orcish society, as orcs recognize that the other races do not understand the cultural implications of it. 
Sample Names
Globat Borbal, Ghorza Rulfim, Shadbak Uloth, Grat Sharn, Lazgar Mazoga
Cultural Titles: Standard cultural roles like educator, religious representative, and artist are not particularly prized in orcish society, so those roles don't receive titles. But leaders of military forces and the role of village wise woman are honored. Orcish military groups don't follow a regimented structure; rather, there is one leader for each distinct group of troops, each of whom answer to the political leader of the group (who also serves as a kind of General of the army). The unit leaders are called kurak, or "arm," and the overall group leader is called ragtin, or "head," assuming that leader is not also the leader of orcish society known as Ragnar, or "supreme." The wise woman, who assists a clan's ragtin in a fairly equal role, is known as curtran, or "heart." In ascending order of respect paid, an orc might refer to one of these cultural leaders by their first name, their full name, their title, or their title and their last name. 
Civic Titles:  As described above, most of the leadership responsibilities in orcish society are the domain of the military leaders and the wise woman. For orcs who live in the orcish capital of Kruush on the island of Grob, ultimate fealty is paid to the Ragnar, whose clan tends to the other lesser clans on the island. The Ragnar is treated with great respect, but not necessarily deference; it is a cultural staple for orcs that anyone can challenge the Ragnar to a fair fight at any time to take the throne from them. In modern times, these challenges are less common, as orcs have tried to collectively mobilize against the other more imperialistic. 

Wednesday, May 19, 2021

Alice in Wonderland One-Shot

One of the most classic animated films of all time is Disney's 1951 adaptation of Alice in Wonderland. The film's beautiful visuals and imaginative reinterpretation of Lewis Carroll's books Alice in Wonderland and Through the Looking Glass are both memorable and inspiring. Why not allow your players a chance to play out an adventure in the world of the movie and books? With this custom one-shot, you can run a game that drops your players directly in a story that gave form to the childhoods of generations. Read on for the full one-shot. 

A note about the composition of this one-shot: Alice in Wonderland poses a lot of distinct issues as source material. For one, much of the film's appeal is in its lush visuals, which cannot be reproduced via a tabletop game. For two, the plot of the movie and the books is simply that Alice wanders from interesting discovery to interesting discovery; there is no narrative force that guides her. And for three, the film is such a classic that reproducing it faithfully would not be satisfying--I could only ever accomplish an imitation of the film, not actually create something in the same vein. For these reasons, this one-shot is not a direct adaptation of the film or the books that the film adapts; it is instead a complete reinterpretation of the source material, just as Disney attempted seventy years ago. 

Tuesday, May 18, 2021

List of Villain Ideas

Not every campaign has to have a villain, but most do. And those that do need a compelling villain--their actions are what drives the story, after all. Thanks to thousands of years of human storytelling, we've seen just about every villain that might exist, in fiction at least. Coming up with an interesting hook for your villain is a key part of planning for your campaign. So I've created a list of 15 Big Bad Evil Gals/Guys (BBEGs) that can add an interesting dimension to your game. 

The list below is partially composed of BBEGs I have run in the past, but is composed mostly of new ideas specially created for this list. I'm including enough basic information to be able to extrapolate a campaign with; if you want resources on how to do that, look no further. But if like me, you prefer to do it yourself, here are some ideas to get you started. 

  1. The Anarchist Royal: This member of the royal family of a burgeoning kingdom (I opted for princess) has learned about anarchy and grown to resent their family's power over their subjects. They have designed a way to destroy the kingdom from within. Their end goal is to destroy all possibility of the kingdom continuing and make efforts if possible to incite the people to rise up. I had my version of this BBEG commit to her ideals so much that she intended to die with the rest of her family to break the royal lineage. You might have this BBEG look to the party for help and not explain what their motives are, revealing their true intentions as a twist later in the campaign. The party will have to deal with investigation of conspiracies, diplomatic interactions, stealthy maneuvers, and a range of political questions about the storyline. 
  2. The Artifact Collector: This studious BBEG may not even be evil in your campaign; the idea is simply that a specific person has uncovered information that that suggests a powerful artifact is hidden in some way. They have become so obsessed with the artifact that they will sacrifice anything to get it. Their end goal is to collect the artifact and be the first to use its power. In my version of this BBEG, the collection of the artifact was preceded by finding a series of related artifacts with clues that led from one to the next. Your players might race to collect the artifact before the BBEG can, or they may oppose them in some other way. The powers of the artifact may be why the BBEG is seeking it, or its powers may be a mystery and all they know is that it is highly powerful. The BBEG should be cunning and try to sabotage the player characters. The party will have to deal with discovering lore, tracking the BBEG, solving riddles, completing dungeons, and dealing with powerful magical forces. 
  3. The Angry God: This god or demigod's agenda has been disrupted by the player characters. They are furious about this and want to punish the player characters for their meddling in divine plans. This BBEG's range of abilities makes them both formidable and interesting as an enemy, and discovering ways to get the upper hand on them will be a big part of dealing with this BBEG. Their end goal is to make their plan happen, and to rage against anything that gets in their way. In my version of the BBEG, I had an iteration of Gruumsh demand that the player characters help him and torture them when they didn't immediately do so; although I didn't initially intend this god character to be the overarching BBEG of the campaign, he was so persistently evil that my players loved to hate him. This BBEG should be intimidating and show off the lore about gods in your world. The party will have to deal with learning about the gods, dabbling with magic, protecting themselves from the divine, looking for allyship with other powerful beings, and using charismatic skills to deal with the BBEG. 
  4. The Necromancer Commander: This powerful necromancer has developed a spell which changes the stakes of violence in-game--they have cursed the player characters, and any living humanoid they kill will be instantly raised as an undead warrior. Now the players cannot freely kill anyone or face the necromancer's wrath. They have designs to cast this spell on other powerful people in the world in order to build an army. They may even be working on an amplifying spell that would make the effect target all people. Their end goal is to conquer as much of the world as possible using their undead army. I suggest making the undead warriors that rise from killed people significantly more powerful than the person who died: the undead should have roughly 1.5x the killed person's abilities, but you could go as high as 2x if you wanted a more difficult and tense game. The party will have to deal with tense combat, strategic decisions about tactics, learning how to counter the necromancer's spells, protecting NPCs, and gathering abilities to better combat the undead. 
  5. The Veteran Who Hasn't Moved On: This ex-soldier once fought in a conflict that changed them. They lost the war, but that didn't mean the war ended for this BBEG. They're bent on going out and single-handedly winning it now. Inspired by my homebrew world's Magic War, this BBEG uses their skills as a soldier to wage guerilla warfare against those they perceive as enemies. Their agenda depends on what their war was fought over; in mine, the war was about whether magic should be free, regulated, or abolished (the free advocates won), and so in my world this BBEG would be an old abolishment soldier who's striking against prominent magic users in their community. Their end goal should be an escalating series of attacks that culminate in some important public figure, as part of their agenda is making a public statement. I suggest making this BBEG a stealthy one so that part of the story can be your players discovering their identity and tracking them. To that end, the party will deal with investigation, tracking, interviewing witnesses, learning about the conflict the BBEG served in, and tense surprise combat. 
  6. The Beastmaster: This BBEG can come from a variety of backgrounds: Druid, Ranger, Wizard/Sorcerer/Warlock to being with, but anyone who has learned some magic will work. This BBEG has mastered the ability to control animals. They can turn mundane animals into frightening creatures and convince even familiars to join their cause. Their end goal is to command an army and give animals dominion over humanoids. This BBEG may be aggressive and attack settlements where animals are harness for work, or they may be quietly massing an army of creatures somewhere out in the wilderness. Fighting with the Beastmaster means also fighting an array of controlled animals. The party will have to deal with natural magic, an array of transforming enemies, the ethics of killing controlled animals, and fighting to keep their animal companions by their sides. 
  7. The Knowledge Eraser: This BBEG may be deranged or simply bent on an extreme idea; in any case, they seek to destroy stores of knowledge all over the land. I suggest using a magic user for this BBEG, which would allow them to cast fire spells to destroy entire libraries. They strike first at local libraries, targeting unique texts, and work their way up to the greatest stores of knowledge in the world. Their end goal is to free humanity from its undue reverence for history by destroying any trace of it. They might also focus on magical texts as an effort to reduce the potential of spellcasters. The party may be enlisted by civic authorities to investigate the destructions of texts, or they may encounter the BBEG themselves while dealing with texts. The party will deal with the various lore of your world, discussions of the value of historical records, investigating an elusive person, speaking with experts about the lost information, and learning about the different cultures in your world. 
  8. The Mad Scientist: This inventor character can be whatever interpretation of a mad scientist you prefer, but here's my version. This BBEG has spent their life tinkering with gadgets and gizmos and has had a revelation: their inventions could change the world. But their attempts to promote their inventions haven't worked, and now they intend to convince the world of their genius by force. Their end goal is to punish those who underestimated them, attain renown, and implement their inventions in society. The exact nature of this BBEG's inventions is up for grabs. I opt for someone who specializes in mechanical clockwork devices, who has a collection of intimidating homunculi to use in combat. These handy devices can hold the party off while the BBEG escapes for another encounter pretty easily. You can also justify pretty much any invention you like to push the story along by using fantasy logic. The party will deal with interesting combats, a variety of strange ideas, gauging the public awareness, questions about the validity of the BBEG's inventions, and lots of appearances from the BBEG's homunculi. 
  9. The Corrupt Official: This character holds a position in government and appears to be an upstanding member of the law. But secretly, they are corrupt to the core. They siphon official funds, they pull strings to get favors, they control people through their rank--and it's damaging the settlement they govern. Discovering the source of the corruption could be the core of the campaign, but you could also choose an openly corrupt official who's hard to get to for your BBEG. You can choose a smaller town if the atmosphere of fewer people being more directly impacted works better for your story, or a larger city if you want to really focus on the mystery of the corruption. Their end goal might simply be to amass wealth and power, or they may have a more concentrated agenda like obtaining a higher post or running competitors out of town or business. This is a more storytelling/roleplaying campaign, but you could add some combat by having the BBEG hire mercenaries to fight the party. The party will deal with political intrigue, investigating the government, the experiences of the common people in town, questions about what to do to fix the government, and lots of opportunity to portray a truly slimy BBEG. 
  10. The Reclaimer: This character began as a very normal person, but they suffered a great loss and prayed for help. They received a blessing from their god and became instantly powerful, and their god tasked them with reclaiming a lost temple. That temple now lies at the heart of a thriving city that now uses the temple to worship a different god. Their end goal is to destroy the heathens who profaned the temple and reestablish the worship of their god. This BBEG has a very different flavor depending on which god you choose for them: an evil god means fighting against hatred and injustice; a good god means that the repurposed temple in the city has been diminished (but if the party is evil, it would function as normal); a neutral god makes the whole question of reclaiming the temple much more of a debate. As with others on this list, this BBEG may begin as an ally or questgiver, only to reveal the truth of their mission only after the party has cooperated. The party will deal with questions of morality, navigation of both dangerous and highly populated areas, learning lore of the gods in your world, fighting a variety of divine creatures, and negotiation with the gods. 
  11. The Ultimate Planner: This character can come from any background, but they are remarkable for their intelligence, foresight, and practicality. Whatever happens, they have already foreseen it and prepared accordingly--they are never taken off guard. In terms of actual presence in the game, the players should always be able to approach this BBEG, but will always be foiled by a last-minute action that required planning in advance. Your players storm in and cut off all the exits? This BBEG has installed a trapdoor that leads to a tunnel and their escape. You'll keep your BBEG one step ahead of the players until the finale, when they critically miscalculate and the players triumph. Their end goal can be flexible, but by way of example that honors the planning skills of the BBEG, let's say that they want to use their judgment to maximize everyone else's life, effectively dictating their actions and erasing free will, which the BBEG doesn't see as a problem because efficiency is more important. The party will deal with trying to get a step ahead, anticipating the BBEG's actions, questions about free will, lots of planning of their own, and plenty of surprises from the BBEG's plans. 
  12. The Mistaken Medium: This character has made a living from their magical ability to discern things that cannot be seen. They often read fortunes and foretell their clients' challenges. They have seen a striking vision of a world that terrifies them: they believe an important public figure (perhaps the leader of a settlement) will cause the apocalypse with a future decision. They become bent on stopping this from happening, and at any cost. Their end goal is to prevent the world ending by assassinating this figure. The party might catch onto this BBEG's actions when the BBEG kills someone close to the leader in an effort to derail them; investigating the murder leads to the BBEG's trail. This BBEG might be able to predict the party's coming for them or may use their gifts to intimidate the party. They may also share their visions in order to convince the party they are helping. The party will deal with omens of the apocalypse, protecting a public figure, investigating the BBEG's trail, questions of fate, and whether the party believes the BBEG. 
  13. The Urban Terrorist: This character lives in a big city and has been run down by city life. Think of the main characters from movies like Taxi Driver and Falling Down, people who have gone rotten and lash out violently. This BBEG is filled with hatred and they take it out on the signs of decay around them. Their actions may still be percolating by getting into bar fights intending to kill someone, and they may have moved onto more devious actions like poisoning the water supply or burning down buildings with people inside. Their end goal is murky even to themselves--they only know that they will feel even worse if they don't destroy something or someone. The biggest struggle in dealing with this BBEG is in finding them in the sprawling city and being able to tie them to their crimes. The party may be contacted by city officials looking for help or may chance upon the site of one one of the BBEG's attacks. The party will deal with doing dangerous work surrounded by bystanders, questions of morality, depictions of rough city life, tracking work, and grappling with meaningless violence.
  14. The Specimen Collector: This depraved individual has ceased to consider themselves a part of humanity; in their minds, they are a god among humanoids. But their interest in the lower forms of life around them has driven them even madder. This BBEG is on a quest to catalog the differences between individual humanoids, and they do so by capturing people, experimenting on them, and preserving the body for a grand display of their work. Their end goal is to have incontrovertible evidence of their theories about anatomy and biology, and they crave the approval of a particular expert on genealogy. The party's time with this BBEG may begin when the first few people get abducted by the BBEG, or it may be when the expert on genealogy is contacted by the BBEG--their disgust at the BBEG's work inspires them to contact the party for help. The party will deal with disturbing scenes of experimentation, learning about the game's lore for the different races, questions of scientific ethics, anticipating the moves of a deranged person, and investigating disappearances and murders.
  15. The Harbinger: This individual was raised in a highly religious household and came to fear their god. In my world, this would fit well with the Dalton Church of Pelor, a dark version of the sun god who requires sacrifices to rise each morning. This BBEG, after being raised in such a dark and disturbing worldview, has lost sight of reality. They believe that the animal sacrifices are no longer enough to satisfy the hungry sun, and they commit to sacrificing one humanoid each day. Their end goal is to preserve the earth by indefinitely sacrificing people. This makes this BBEG especially committed to their goal. Dealing with this BBEG means that the party will be investigating a string of disappearances or murders; you could also have the party see the BBEG kill someone and get away and have the party learn about the extent of the crimes as they investigate. This BBEG might have been killing people for only a day or two before someone catches on, but you might also decide he's been at it for a month before people in the busy city really notice. The party will deal with investigation of disappearances and murder, religious lore from your world, questions about belief, disturbing scenes of the sacrificial church, and the potential for involvement from the gods in your world. 
That's 15 different BBEG ideas. If an idea appeals to you, run with it. Feel free to change anything at all to better suit your world, your story, and your take on the BBEG. Remember that a compelling BBEG is one you can portray in an exciting way, so be sure to use ideas that you think you could perform well for your players. And of course if your players are interested in one of these ideas, it's hard to go wrong by giving them the villain they really want. 


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How to Develop a Historical Event in Your Gameworld

Your gameworld has a distinct history and vibrant cultures. The forces of history combine to create a variety of effects that govern the way life in your world functions. And a well-developed history can inspire your players and show them that the gameworld is more real than they realize. But developing a sense of your world's history can be a challenge--which details are useful? This guide will show you how to turn an idea for a historical event into a full expression of your world. Read on for the details you'll need to create a meaningful historical event. 

In my gameworld, I have developed a few historical events into world-changing things that every person in the world knows about. Most of these events are designed to show how the origin of my society reached the point where standard D&D ideas can be represented. To that end, I developed historical events like the dissolution of kingdoms and the forging of a shared currency, which give my world a form that lends itself to D&D details. But I have also developed unique world events that make my world distinct from other homebrew settings. This guide will revolve around one such event--the Magic War--and show you how to design an event like it. 

Let's start with the write-up and move into why these choices serve you in your worldbuilding. You can find the document I've prepared here; I'll be using it as a framework for what we're doing here. The first thing that I think we should address is the brainstorming aspect. When worldbuilding and creating historical events, we want to imagine things that have meaningful effects on everyday life. I am in some ways hesitant to use a war as the example here, because often the result of wars is simply that a border changes or a certain group's access to governmental representation changes. These can be interesting ideas, but what's much more interesting is a world event that affects the culture of the world. I developed the Magic War not so much as a large armed conflict but more of an ideological struggle. That's why the conflict of the Magic War is about what people think magic should be treated as; there are forces which say to keep magic free, forces which say to regulate magic, and forces which want to outlaw magic altogether. I like this conflict because it's really about people's beliefs about fairness and power. I would recommend that you too develop events that are more culturally-oriented, if only because it will have much more interesting effects on your world than a series of battles. 

So now we have our main idea--a conflict between people from all walks of life along ideological lines. Then it's time to make a web of the information that will define how the conflict plays out. I started with the names of organizations and individuals who were prominent in the conflict. This gives me the ability to come back to these names when I need someone to do something important; it also lets me start before the conflict with just the ideas of the people who would get involved. Here's my array of important people--note that many are tied to the important organizations, which gives a sense that many broad interests are being served under a single banner: 

Combatants:

Pro-Magic

Pro-Regulation

Pro-Abolishment

Major Forces:

United Academies of Evanoch

High Council of Commerce

Citizens Against Magic


The Magic User Alliance

Religious Protection League

Nature Preservation Society


Governments of Mishara, Talon Gorge, Vestry

Governments of Finiel, New Dalton, Ringsdale, Torga, Underhar

Unified Artisan Coalition

Major Players:

Plia Yallo, Magic User Alliance Chief

Murphy Cavedweller, politician

Craig Nerrin, Regent of Such


Forrester Ridge, grand sorcerer

Preston Rafter, high priest

Vaughn Plouder, CAM Head


Randall Mintner, UAE Dean

Harley Constance, author

Terry Humbert, UAC Representative


Torrine Aureli, high cleric

Pauline Foster, HCC Chair

Evelyn Knot, NPS Leader


Calies Tasselman, scholar

Lenk Prodd, philosopher

Daniel Thorpe, Chief Editor of New Dalton Herald

Major Combatants:

Friella Volinea, grand mage

Julian Harp, famed mercenary

General Grant Taggert


Laurie Denning, high cleric

Colonel Stephen Holton

Ophelia Dinnir, tracker


Felix Pilliu, grand mage

Jackie Dustrider, mercenary

Captain Tossul Vark


Lop Friggle Rind Seppa, grand sorcerer

Roger Gillina, high cleric

Sergeant Knox Bulwark


Insellor Diesef, mercenary

Private Jop Derritt

Gerald Blademaker, militia leader

Casualties:

9,642

28,382

51,951

Total: 


79,975



In addition to the organizations and names (which distinguish between combatants and more diplomatic or ideological players), I included a breakdown of the casualties on each side of the conflict. I figured that magic users have access to more power than the average person who wants magic abolished, and there are generally fewer magic users than otherwise, and ultimately the magic users do win, so I gave them the lowest casualty count. They're followed by Regulation forces, which might have a few magic users but who are more neutral in the conflict and thereby less inclined to be targeted by enemy forces than a diametrically opposed side. Finally, the Abolition forces take the highest casualties, as they are the least able to defend themselves and are the likeliest to be targeted by magic users. Initially, these numbers were just semi-random digits, but having a general idea to start with means that I have a reference point to work with. 

The next step is to create an overview of the information included in your event. In my overview, I talk about the formation of the sides of the conflict; one specific politician's suggestion of regulating magic to resolve sore feelings about magic users caused people everywhere to take sides depending on what they believe is right. I also describe the beginning of hostilities and the close of those hostilities with just enough detail that I have a sense of the framework of the event. You'll notice if you're looking at the description of the Magic War that the opening and closing of the war are really just suggestions of a larger idea. I like that because I'm a GM who loves to improvise and leave areas open in my gameworld in order to let players decide the world's fate. If you're a little more inclined to have everything totally spelled out, then develop these ideas in greater detail. But I think that unless you're having your player characters learn intense historical education, you can use the detail level I'm representing--it's what an average living person who didn't serve in the war would know, and that's enough. 

Next, I include a short section on the war itself. I indicate that magic users had a specific position in the war; many of their governments advocated for Regulation, and many of their neighbors were advocating for the Abolition of magic. This means that magic users were suddenly turned against their communities; it was fight your neighbors or lose your livelihood, and that gave the magic users a certain edge in the fight; they had more to lose than anyone else, and that edge ultimately turned the tide for the magic users. 

The next section in the document is a breakdown of major battles in the war. If you're opting for a more cultural impact than a war, I recommend substituting this section with a list of cultural events and diplomatic actions, or something that similarly serves your event. Such a list might include successful and failed diplomatic missions, public statements, newspaper articles, works of art, governmental measures, or inventions. In the case of the Magic War, though, these events are represented by battles. For each battle, I indicate a date that the battle took place, a location that the battle took place, which forces fought there, and what the casualties looked like. I also include a description of the battle: how it started, who fired the first shot, what actions turned the tide of the battle, and how it ended, as well as impacts of the battle (like changes to the momentum of the involved forces and later battles). 

I include in my list a total of five battles. I think that five is a good number to stick with; less than that, and the event seems abbreviated and unrealistic, but more than that, and the event seems unwieldy and includes too many details for the players to really process and appreciate. In the case of the Magic War, the five battles show the general trend of the war over time; the magic users initially pull ahead, the Regulation and Abolition forces deal heavy blows to one another, and the magic users experience a setback. This general trend sets up the magic users as favorites, but the late Indigar Raid hands the magic users a mixture of a draw and defeat. You can imagine how the culture of the world is affected by all of this. Abolition forces see magic users as uncontrollable liabilities who can overpower anyone they choose, and the early battles of the war bear this out. It was only the increasing ruthlessness of the war that led to the Indigar Raid, as people feared a world in which magic users could go unchecked in their powers. Thousands of Regulation and Abolition forces were dying compared to only hundreds of Pro-Magic forces. It was a troubling time for many. And it all sets the stage for the end of the war. 

I've also included a section called "Important Events." This, like the overview, is not as detailed as it could be; the idea here is to create a sense of what is going on during the war that isn't a direct battle. This is another place you could lean on the many cultural things that we can consider (successful and failed diplomatic missions, public statements, newspaper articles, works of art, governmental measures, or inventions). In the case of the Magic War, I opted for a few assassination attempts and a public massacre. Initially, there are some botched assassination attempts: the magic users fail at the assassination of two Regulation leaders, and the Regulation forces respond by assassinating a prominent magic user leader. This is early in the war, so it adds to the sense that magic users were fighting everyone around them; the early failure to assassinate rival leaders makes the magic user cause more desperate to get the upper hand. The public massacre is a way to show that the war turned the public consciousness violent enough to attack civilians, and it also shows that the war was loudly opposed by even some who had a stake in the war. Finally, I close this section with the Abolition assassination of an vital Regulation leader; this both removes Regulation momentum and shows that Abolition forces grew more violent and desperate as the war escalated and turned away from their favor. 

The final section in this document is about the resolution of the war. I describe the final battle of the war, which the magic users decisively win with the deployment of a powerful spell ("Stop Time" freezes the battlefield, allowing magic user forces to strike at their foes invulnerably). As a result, Regulation and Abolition forces capitulate at a tavern in the nearby city of Talon Gorge, and free use of magic reigns supreme over the land. The treaty signed by Regulation and Abolition forces recognized free magic as the law of the land and dissolved the military forces of all sides involved. So ends the Magic War after nearly a year of slaughter across the countryside, and today, people in my world are still bitterly committed to their cause, but do not speak of it for fear of riling up someone with a different cause. 

So I've developed this whole historical event. No what? Well, there are lots of things you can do with an event like this. One fairly obvious implementation would be a campaign that is set during the Magic War. I've developed it as history, but wouldn't all the fighting and diplomacy and other machinations of the war be a fun storyline? I could just put my players in my world 30 years before the present day and let them serve in the army of their choosing. Or I could have a storyline that echoes that event--perhaps there's a faction of Abolition forces who have been quiet for years but are lurking in the darkness, preparing to launch the first attack of a new war. Or it could be more cultural in scope: perhaps the players are involved at a university where debates over the war are still raging. Or we might get even more cultural and start dropping references to the war in common speech--perhaps a wizened old spellcaster has stories about their old days serving for the right to use magic. Or maybe the appeal of Regulation never went away, and some cities and towns are starting again to push for Regulation--what would a spellcasting player character do? These are all just some ideas about how to include the historical event in the gameworld so that it's more than an idea, but an actual reality for the players. You can do all this and more with a well-developed historical event. 

So get to it: brainstorm your idea, get the big picture written down, and start to think about how the details can reflect the big picture. You'll find that even the most unassuming idea can become spectacular with the right details in place. And remember that these events should honor your players as much as your own interests--try developing historical events that reflect what your players are interested in by personalizing your game's content. And most of all, have fun with it. Creating a history for your world should create interest in the gameworld for you, so if you're not having fun, bring it closer to what you really enjoy. Before long, you'll have a sparkling, rich gameworld your players will love. 


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