Random Research

This post was prompted by two players having questions that required NPCs to do research. One PC is a cleric, the other a paladin. They worship different gods, one the goddess of fire/the hearth, and the other the god of death.

The cleric of the fire goddess has a masterwork matchlock musket. I assigned a d12 usage die for the powder. It is down to a d6. Few shots have resulted in a hit. I ruled that it takes one round to re-load, so it is far from overpowered. The one keg of gunpowder they found they soon lost. So finally in the capital they checked the chief temple and the keepers of lore are researching for the location of any other matchlocks and the recipe for gunpowder.

The paladin worships the god of death and has a war scythe. At the temple of death he asked about magic weapons. They are researching this question.

Faced with two such questions for which I had not yet developed an answer, the NPCs told the PCs that they would send word to the inn where they were staying once they had answers.

I took time between sessions to determine how long it would take for the researchers to have an answer and what that answer was.

The PCs left town in a hurry and are slowly making their way back. They teleported far away and are travelling back overland, hoping to reach the sea and sail back to the capital. They have no idea if the researchers have an answer for them or not.

The following is my thought process for coming up with the answers I arrived at for these two questions.

Research by Sage p. 32 1e DMG – d20 to determine the d% target number to know the answer. 

In this case know means either memorized or in their library.

Categories of General, Specific, and Exacting from the DMG are helpful.

Consulting the archivists and librarians of temples and libraries should work much like sages.

Sample questions:

Where are magical holy relics?

Where are magical holy weapons? (for a paladin, etc.)

Librarians, scholars, archivists, or alchemists could also be consulted.

How do I make x?

What are the ingredients for x?

PROCEDURE:

How likely are those asked to know the answer? Assign a target number based on how common the information is. 

A good example would be knowing about legends vs. knowing the exact details of which a legend speaks. 

Some may have heard of an ancient warrior’s sword, but that doesn’t mean they know where it is now.

Roll 1d6 for the number of weeks seeking the answer will take. 

(It’s not like they have the dewey decimal system with card catalogs with meticulously preserved books.)

(NOTE: The amount of time it will take is NOT known to either the NPCs or the PCs, only the GM. The PCs will be forced to decide if they stick around and wait for an answer, or come back to the location at some point in the future.)

Note this on the campaign calendar used by the GM. Start the count on the next day, as the current day already has its own business.

Determine what general time of day they find the answer, morning, afternoon, evening however you define those in your game, then what part of those, or just roll a d8 for an eight hour workday, then a d6 for which ten minute block of the hour, then a d10 for which minute, repeat the d6 & d10 for the seconds of that minute, if it matters.

This will set the scene for those waiting around with a promise to be contacted when the answer is found. Or else if they come back before the answer is found, they still don’t know how long until there will be an answer.

THE ANSWER:

The answer may be “we don’t know.” It will take the number of weeks rolled previously for them to come to that conclusion.

The answer may be vague or incomplete. The answer may lie in an obscure quote or riddle. Or the document may be damaged giving just a few words. For example, the holy relic is in the tomb of an ancient warrior, but no one knows the name of the warrior or the location of the tomb.

The answer may be precise and exacting. 

This all depends on the materials available to do the research.

Time and Survival of Sources:

Vellum and Parchment are more durable than paper, especially when it comes to water, but fire, rodents, insects, etc. lead to damaged (incomplete) or destroyed (missing) information.

A well known ten year old book with lots of copies is likely to have information that is easily knowable. If the particular researcher(s) doesn’t have a copy, it’s possible they may have read it or know where to either view or acquire a copy.

A rare or unique 1,000 year old manuscript may be “lost” in that people may have heard about it, or other writings mention its general contents, but no one knows exactly what’s in it nor where it is.

Other manuscripts are lost in that they are destroyed and no longer exist.

CONTEXT: 

Are they logically asking someone who has a chance to know or find out?

A cleric or paladin asking the archivists of a temple to their own deity are more likely to find answers about relics and holy weapons pertaining to their deity, or those their temple or religion have dealt with. The main temple in the capital city is more likely to have the answer than a shrine in a remote village. Unless that remote village just happens to be near where a warrior’s last stand occurred, etc.

If they go to a temple to a different deity, while they may get help for a donation, unless the question pertains to the deity and religious lore and practice of that group, they may not get a helpful answer.

Does the source exist?

How does the source exist? Primary source, secondary source, tertiary source quotes the secondary source, etc.

How old is the information? 

How well known is the information in the present?

Each factor will weigh the likelihood of a favorable answer.

An Example:

One possible procedure would be to give the chance of an answer a percentage. Say that in optimal conditions there is a 75% chance to get the answer desired by the players.

Note: If you’ve given the players information that an item or information is in the city they have travelled to, they need to be able to get the answers. The answers don’t have to come easily or quickly. They just have to have enough “breadcrumbs” that keep leading to the answer. 

Once the PCs have the answer, they may still have to solve a riddle, disarm or avoid a trap, or avoid, trap, or defeat a monster to get the item(s) they seek. As always, the level of challenge and risk should be worthy of that which they seek.

Modify this based on the following:

Do those doing the research have a source in their possession? If no, then determine if they can get it.

Do they know what source (book, scroll, tapestry, inscription, epitaph, etc.) has the desired answer? If no, determine if they possess a source that will lead them to a source with the information.

If they don’t have any documents that will lead them to a clear source with the answer, will they be able to give the questioners anything to narrow down the search for an answer? If no, then the PCs will have to try a different approach, or ask others, or go to a different location either in the same city or a different city.

You may decide that some form of divination or “bargain” could generate the answer. Something short of a wish. Wishes should be rare and PCs should fear to use them.

However, determine how old this information is, subtract 1% per century and 10% per millenia. 

Determine how common the information is in the present day:

Everyone knows: +5%

Most People Know: +1%

Specialists Know: 0%

Experts Know: -1%

No one knows: -5%

In the following add 1% for primary source, 0% for secondary source, -1% for tertiary source, etc. Roll d% to determine how well preserved the source is with 1% being very bad and 100% being perfect condition.

Source Exists and is Common and Accurate: +10%

Source Exists and is Uncommon and Accurate: +5 %

Source Exists and is Rare and Accurate: 0%

Source Exists and is Unique and Accurate: -5%

Source Exists and is Common and Inaccurate: -10%

Source Exists and is Uncommon and Inaccurate: -5 %

Source Exists and is Rare and Inaccurate: 0%

Source Exists and is Unique and Inaccurate: 0%

Source Exists and is Common and Known to be Inaccurate: 0%

Source Exists and is Uncommon and Known to be Inaccurate: 0%

Source Exists and is Rare and Known to be Inaccurate: 0%

Source Exists and is Unique and Known to be Inaccurate: 0%

Call To March

I had this idea for a short story. I started it about an hour before the Wednesday night game I play in. This is a first draft with minimal editing for the most grievous typos. I’m curious what you think of it.


The youth, slim of build and lean, not yet muscled from long marchings with pack and armor looked to the grizzled veteran. Young Jaran idolized the aged veteran, survivor of many battles, who bore a white scar over his sightless left eye.

Hurry lads, grab your packs and cinch them well before the call to march ends!

How far today, Goram? came the call in unison from the youthful members of the company.

Goram shook his head and spat. Blast you children barely weaned from your mothers’ tits! Didn’t they teach you anything before they sent you? The drummer beat five times before starting the call to march. The call to march tells us that the tune is the tune of 10,000 steps. We’ll here that tune played all through five times before we rest for the night, or make ready for a fight.

Jaran was amazed at the ease with which Goram had all the answers ready for a new soldiers first march to the field of battle.

Soon, Goram was checking the packs and how well they were packed and cinched to each soldier. Chiding a few for awkward or loose placement and sending them to the back of the column to quickly fix their packs and not be a hazard to their fellows marching behind them.

Jaran was well versed in packing and his only challenge had been to learn the best way for a soldier to order their packs. His father was a carter and taught him all the knots and ways to tighten them. He needed no knife to make efficient use of a long rope or cord. Goram was quick to notice this and set him to teaching the others. I’ve only seen sailors tie such knots til now, Goram had said to him. Jaran lived far from the sea, the only ships were those plying the rivers.

Goram was their leader, of this company, third of the four in their battalion, which was last of the 4 in their regiment, the fifth of the kingdom. Each regiment had a long and storied history.

Those of the fifth regiment wielded spears. Each bore two shorter spears for throwing, and one long heavy spear for their tight formations to bristle towards other units. They could also spread out and wield their heavy spears like long slicing knives with their long broad pointed blades. This was an old style of fighting that was mostly ceremonial in the movements. Modern war meant packing tight, and only Goram Oneeye had ever seen it used in battle when he was a new warrior like Jaran.

Goram had even marched to the tune of 100,000 steps to reach that battle. He didn’t speak of it, but others whispered it out of his hearing. Goram was the last survivor of the fifth regiment that day, half blinded by a long gash his face hanging from his skull. Faint from loss of blood and the exertion of survival. A cavalry charge had broken the unit, but they rallied with the ancient fighting style, spreading out to withstand the horse born warriors when they wheeled about. Many were out of step with their movements that day and the cavalry cut them down, but Goram and the 25 were well practiced and cut down many from their horses.

No one dared hum or whistle the popular tune, let alone sing “Goram and the 25” for fear of what Goram would do to them. It was said he bore the scalps of many fools who dared even think that tune lining his pouch to hide the sound of his coins. Jaran often imagined what Goram would do. It was a popular tune in many villages and taverns. It told the tale of Goram and 25 who stood with him who fought with all their might against the heavy horse of Zamrithel, the kingdom of which the people of Barnitok were once again at war.

It was only the endurance of Goram who slew 20 horse riders himself that broke the back of the pride of the enemy, the Red Riders all cloaked in flowing red cloaks and red plumed helms. Goram was raised up by the king’s bodyguard who had entered the desperate fray at a near run battle. Then the High Physician tended to Goram who pled for his fallen friends to be the first to receive care.

At least, that was the legend told by the songs and poetry of the minstrels, and repeated by those stumbling home from many taverns. Jaran wanted to ask the old veteran just how true the tales were, but he feared yet honored the memory of the fallen companions of Goram. At least some of it was true, he bore the scar over his left eye, and wore the golden chain that even knights would salute.

Goram just endured these interruptions to his day, “All in a days work for a faithful soldier of the king” he’d say in a tone somehow both mocking and reverential.

Most others in the company steered clear of Goram, afraid he might kill them with a look from his blind eye. It was said among soldiers in other companies that if he looked at you with only his left eye that he could see your soul and if it please him, he could pluck it from your body and you’d drop dead. The more superstitious believed this, or acted like they did. Jaran knew better. He’d heard too many such stories from his father and in the taverns when his father would pay for a meal when what mother packed ran out.

Jaran wanted to know Goram better, but wasn’t sure how to do it. All he knew was that if he paid attention and listened, Goram had much to teach him about war, life, and even love. Goram could spout oaths with the best of them, but could also speak like a poet. Mostly, he only had practical advice about properly tying one’s boots to avoid blisters and packing ones pack to avoid cramps. If one didn’t march with the gear packed just so, they’d end up dead if a fight was at the end of the march.

Goram’s voice brought him back to focus on the preparations for march. Shouting out orders and cursing the fools who still had problems with their packs, he got the company into two columns abreast. “Alright now, lads. The march of 10,000 steps begins … now!” as he stepped forth to begin the march.

“Only 5 cycles of the tune today. Keep sharp for enemy scouts and ambushes. We should be making camp once the fifth cycle is done, unless I’m greatly mistaken. Damn you, Cartlog! Why didn’t you make water before you put on your pack! Double time and get back in line!” He muttered just loud enough for Jaran and those nearby to hear, “I’m too old for this shit. Just one more battle the captain said…” But the self conversation trailed off as he barked orders at another fool who didn’t make water before the march started. You’d think they’d learn, Jaran mused.

What Is The Best RPG?

Listen to the companion podcast here.

Do you have an answer for this?

Is it a good answer?

Is it inviting of new players to RPGs?

I have an answer, and I think it’s the right answer.

What is the best RPG?

The one you play.

Because if you’re not playing it, it isn’t the best one for you.

My answer is all about playing RPGs. If someone is spending all their time complaining about some RPG they never have and never will play, are they really gamers? Do they even play?

If all you do is shit on other’s fun, then you are a miserable lonely person.

For me, RPGs are about getting a group together and having fun.

Back in the day it was hard to get a group together. All we wanted to do was game. We started letting our little brother’s play, and they gladly towed the line because they wanted to play. If we weren’t so shy around girls and thought they’d play, we would have asked them.

We had kids from all the different groups involved. The majority were in band, theater, art, or National Honor Society. There were a few jocks in the mix too. We didn’t turn away gamers because you never knew when you’d be hard pressed and need to invite them to fill out the table.

Complainers complaining about games they won’t play or run can sit in their rooms complaining to the walls. The rest of us want to play.

I’ll play almost any RPG and any gamer that is courteous and respects the others at the table and allows each player to have a share of the spotlight. I have less patience for those that seem to naturally hog the focus to the exclusion of others. We can SHARE the table and each have a bit of the focus.

Play the GAME and have FUN!

Complaining isn’t fun. Complaining is a form of gatekeeping as it seeks to dissuade others from “bad/wrong fun.” That’s the kind of fun one shouldn’t have because it only occurs when playing or discussing games that complaining complainers can’t stand for some ill-defined but supposedly valid reason. I’m not sure they understand what a role playing game is, let alone what it takes to play one.

Games are supposed to be fun, and games are meant to be played.

If you find that a game isn’t for you, that’s all you really need to say about it. If pressed, just the facts will do. Such as, the mechanics or the theme, or whatever just doesn’t appeal to you. That’s OK. But going on a vindictive crusade and ridiculing play styles, types of RPG, genres of RPG, some aspect of players, and stereotyping players of the RPG you don’t like is counterproductive.

If you spent half that energy on doing something positive, like playing a game you do like, or writing your own game, adventure, or novel, you’d be cranking out a lot of product every year.

So go find the best RPG for you, and play it!

Because the best RPG is the one you play!

This means that the best changes as what you are playing changes. It’s OK to have one favorite, or a group of favorites you rotate through.