Category Archives: RPGs

Character Concept – Whistling clan

I get all kinds of ideas when I’m occupied with a mindless task like housework, or in today’s case, mowing the lawn. My mind wanders and makes all kinds of associations, often things I can use for RPGs.

Today, what came to mind is a character concept for a character from a tribe, clan, or culture for which whistling is a major theme. Whistling is a language like that of the Canary Isles, and used for signals and coordination for hunting and war. It is also used for all forms of music from great tunes of worship, celebration, to bawdy bar tunes. There are bards who specialize in whistling and masters have developed skills like throat singing or making the tones last while they chant, recite, or sing. Great performances of soloists and choirs perform for royalty. Instruments to magnify and focus the sound of whistling are developed. Mages and clerics use whistling for the verbal component of their spells. The list could go on.

Whether a small tribe or clan, or a nation spanning culture, the other characters would know of this, unless from a distant part of the world.

The reason for the character to be abroad and away from their homeland is a matter of shame, embarrassment, or exile, whether by the culture or self-imposed. The issue is that they cannot whistle and their name is actually a title, “He or She or The One Who Cannot Whistle.” Whistless, a contraction of Whistle-less might be used, or some phrase made up by the player or GM. The character is on a quest, to “find their whistle.”

This leaves open why the character can’t whistle. Are they tone-deaf? This would limit their ability to match the tones and clearly understand the whistle language. Perhaps they just can’t whistle. Maybe they are a mage and tried to hide their lack of skill or talent at whistling via audible glammer and got found out. Whether banished by law, custom, or shame, the result is the same.

Whatever reason they cannot whistle, they are prohibited by law, custom, or sense of pride from ever returning until they can whistle.

Their quest is only fulfilled if they can learn or be cured of their inability to whistle. Some players might desire it to be a hopeless quest thinking they can never return home. Other players might want an epic result that allows them to return home triumphant. For me, I wouldn’t want my character to succeed. They would have to find some other way to make their own unique contribution to the world. While they might succeed at finding a new focus, the nagging desire to find their whistle prompts them to continue to adventure.

This quest could be mystical, emotional, physical, etc. Perhaps the touch of the gods, a boon from a patron, or discovering a wish might solve their problem. However, put a high price on it that means someone else must lose their special gift to preserve the balance.

The character may hide where they are from, or say that they are seeking someone who is worthy to hear their whistle, if they are too embarrassed by it. The more I write about this, the more ideas come. I can see making a short story or more about this. Yet another thing for my list that I don’t have time for right now.

I’m trying to think of other kinds of character concepts that are in some way similar to this. All great adventurers are prompted to go adventuring by something. Even if it is only gold and glory.

I challenge you to think of a character concept. Even if it isn’t one you’d ever play, something fun and interesting. It is a great exercise for honing your creative muscles.

Listen to the companion podcast episode here.

Tweaking Random Treasure Maps

An idea came to me to make treasure maps more interesting. I used a combination of a table from Kelri’s 4 – ENCOUNTERS Reference.pdf, page 130 gives 3 tables, a 2d8 table for the form of the map, a percentile table like in the 1e DMG for what the map goes to, and the best one a d10 table for the status of the treasure. This is on page 120 of the 1e DMG.

Surprisingly, OSRIC does not have tables for determining the type of map one finds. While AD&D assumes a treasure map, OSRIC just says the GM will have to make their own treasure maps.

Just because one has a treasure map does not mean that the treasure the map leads to is real, or if real, is still there. In the DMG, 5% of all treasure maps are false maps.What does that mean? The treasure is gone, or it’s like a scam where there is no really Lost Dutchman Mine, or the monsters in the dungeon are hoping to lead the adventurer’s away.

I combined the ideas from Kelri’s map table, the 1e DMG map tables, Grim’s all the dice Treasure Map Generator, and Richard LeBlanc’s New Big Dragon A to Z d30 Treasure Map Generator.

Grim’s table is a way to indicate landmarks, obstacles, or destinations on the map. The d30 map generator is one of 30 d30 PDFs written as part of the annual 2014 A to Z blogging challenge. It details the materials used for the map, the condition of the map, and the language or code it is written in.

My need for these map tables arose several years ago, in my home campaign, I created a map seller and decided to randomly determine how many treasure maps he had. The party bought every map he had in the general location where they were adventuring. I determined there were 32 maps and the party bought 17 maps. I then determined all kinds of things about the maps using all these resources, plus some additional things.

I built a spreadsheet to track it. The first column is Source, where did the map come from. I used the name of the map seller. I did not determine where he got them, so that is another layer one could add. Then I had Quality of the cartography, Size in square feet, Condition, Language, Details, General location depicted on map, Treasure status, 6 columns for the general terrain, landmarks, obstacles to put on the map, and Notes about exactly where a pristine or mostly pristine treasure is in the dungeon or other location. Determining treasure can also lead to their being more maps. Here is a link to a PDF of what I ended up with. Don’t ask me how I got to this point. It was just a mis-mash of different tables jammed into something I wanted. It was a lot of work.

This leads to all kinds of ways to use each map in game. Can the player’s read or decipher it? Is it good enough quality for the party to figure out where it is? And it the treasure still there?

For really large treasures, some are still “there”. That is there are in the general area, but have been found and moved and hidden by others who found it first. If the moved treasure is still there, it has either been found recently, or the finders never returned to claim it. If the moved treasure is “gone” it was either retrieved by the initial finders or still others. A large enough horde might get found and moved and hidden many times over the millennia as different groups find it and take what they can carry, and hide the rest hoping to come back later.

Some treasure might be found and dealt with in interesting ways. I have one treasure somewhere in my world that was found by a reclusive individual who built a shack over a treasure found by adventurers in the past who moved and buried it. The recluse is either unwise or untrusting, I haven’t decided yet, but won’t leave his shack except when in need of something, and only carries enough money to buy what he needs in town. Portions of the horde are scattered about his “range” so that he has multiple nest eggs in case something bad happens, but the treasure is so huge, he can never move it all on his own.

My idea is to create a PDF in the coming months with these ideas.

Generate random treasure maps and determine if the treasures are intact, partially looted, or cleaned out.

Cleaned out can be complete, bits in the corners left, smaller piles & stashes of coins in nooks, crannies, crevices, or ledges, or undiscovered rooms.

There are tons of maps available online for dungeons and other adventure locations, but I’m not aware of any maps that actually lead to these locations. Is there anyone out there creating treasure maps or maps to various locations?

Here is the companion podcast episode #116 from Thursday, May 9, 2019.

Jasper’s Game Day 2019

I attended the inaugural jasper’s Game Day in 2018 and the second annual event on Saturday, May 11, 2019. This event raised $12,001.00.

Next week is Jasper’s Game Week with a week of online gaming and more opportunities to give and a chance to win donated items in a raffle.

I conducted several interviews at Saturday’s event and you can listen to them on my podcast, Episode 117 – Saturday Scrawl – Jasper’s Game Day.

#Jasper’s Game Day #Jasper’s Game Week

May is Mental Health Awareness Month

For more information about Jasper’s Game Day

American Association of Suicidology

Those Interviewed:

My Motivation To Participate:

Episode #72 Tuesday Tales #13 Insanity – Where I discuss insanity as a game mechanic and it moves into my experience with a loved one’s hints at thoughts of self harm. I provide a content warning for that portion of the episode.

Royal Regalia And Symbols Of Monarchy

With the recent abdication and coronation of a new emperor in Japan and coronation of the King of Thailand, my interest in monarchies has been renewed. I am not a monarchist, I just think it is an interesting topic and ties in to my history degree where I focused on ancient and medieval history. At least as much as one can do with a BA. I also have an interest in European history up to WWII, which includes Napoleon, etc.

Regalia are the emblems or royalty. Possession of these items brings legitimacy to a monarch’s rule.

In the European and many other traditions, regalia are often a crown, scepter, orb, sword, or other physical item.

In Japan, the regalia are a bit different, for one, emperors do not wear crowns. They have 3 regalia, a sword, a mirror, and a jewel. All three have mystical origins with the sun god, who is the ancestor of the emperor. Instead of the palace, they are kept at different Shinto shrines, and even the emperor doesn’t get to see them, as they are wrapped up. In addition, the imperial household seal and the great seal of Japan were presented.

That throws in an interesting plot hook for a game. The regalia are stolen and it turns out they are something unexpected, like the Ark of the Covenant in Raiders of the Lost Ark. Such a scenario works with any genre of RPG.

For Thailand, the regalia are a 16 pound (7.3 kg) crown, slippers, fan and fly whisk, the Sword of Victory, and the royal scepter. It is interesting that on the surface, some of the items, like the fan and fly whisk are very practical for the tropical climate.

Any country with a monarch in their history will have some sort of regalia, you can find them on Wikipedia by searching for royal or imperial regalia of [country].

While I have not done an exhaustive search, it is a topic I think about for expressing royal office in a unique way in game. Not all monarchs will have a sword or crown.

Not all heads of state will be royalty. They may be some other variation, whether elected, or a council, etc. The AD&D 1e DMG [Affiliate Link] had a great section on types of government. Perhaps the ruler of a magocracy will posses a Wand of the Arch Magi. An oligarchy might use ceremonial gold coins to cast votes, heads for and tails against.

In more recent times, possession of the great seal of a state implies legitimacy. During the American Civil War, the pro South governor of Missouri fled with the great seal, as I recall, but I’m not finding a reference to clarify the details. Missouri stayed in the Union and the confederate state government spent most of the war in exile in Texas. So while the Confederate state government had the seal, they did not have control of the state and their decision to secede from the Union gave them seats in the Confederate government. A new seal had to be made, as I recall.

[Edit: I found a vague reference here. Further, a direct quote from here:
The day after that meeting, Jackson issued a proclamation denouncing the federal government and calling for 50,000 militia volunteers to fight the Union invaders. Within hours, Lyon embarked with 2,000 men on a river expedition to the state capital, Jefferson City, to capture the governor and any state guard troops who might follow him. Tipped off to Lyon’s impending arrival, Jackson and his staff frantically gathered papers, money and the state seal and headed west, ordering the destruction of three railroad bridges along the way to impede pursuit. The legally elected state government was now fugitive. ]

There have been other instances in history, where control of a symbol of authority, whether a piece of royal regalia, or a government seal were a source of great controversy.

In Japan they have named the throne, the Chrysanthemum Throne. A few years ago I did some research and as I recall, not many thrones are named.

In Roman Catholicism the bishops chair is a cathedra and is in the cathedral. The Pope has to be in his official chair as the bishop of Rome to make a pronouncement that is infallible. The Pope is also an example of an elected monarch, as he is effectively a king in the temporal sense. Note: Bishops in the Anglican and Orthodox traditions also have cathedra.

In Great Britain, when a monarch is crowned, all the nobles have their coronets, which are like little crowns of different size depending on the title. They also have their coronation robes. By tradition, they only wear them on coronation day. If you watch video of past coronations, all the nobles put on their coronets at the moment the monarch had the crown placed on their head.

All kinds of symbolism in ceremonies that evolve over hundreds or thousands of years. Some aspects may seem quite strange if you don’t know or understand the origin and it’s significance in myth and/or history.

Questions To Ask For Your Campaign

  • Whether you have monarchs or other types of heads of state, what is their symbol of office?
  • How is it significant?
  • What is it’s backstory.
  • Is it rooted in myth and legend?
  • Is it magical? (Does the bearer know & know how to use it?)
  • How many are there? 1d6
  • What cool name does each item have? (If rooted in myth & legend, a cool name is important.)
  • What does this item indicate about the culture, ruler, government?
  • Do the regalia/symbols of office grant authority or are they merely symbols of office? (It might be a big deal not to have the crown of legend passed down through the ages.)
  • Does it have a secret compartment?

If a secret compartment:

  • Does the bearer or anyone with access know about it?
  • How big is the compartment?
  • What is in it? (Note, map, key, jewel, magic item, etc.)
  • Could it be detachable, like a key?
  • If not known, is it documented somewhere?

More On The Screaming Swamp

My Patrons have spoken and have voted for me to work on an expansion of my hex, The Screaming Swamp, from the Tenkar’s Landing Project, Eilean Dubh. This was a community world building project, focused on an islands and the area around it. It started on G+ and finished a few months before the end of G+.

I’ll flesh out some hinted options for encounter tables and such. I plan to make it a stand alone swamp area with improved encounter tables from those in Eilean Dubh , with some ideas for adventures.

I packed a lot in a 6 mile hex, as published in Eilean Dubh. Making it a larger area with some ideas for generating swampy areas will fit with my theme of useful collections of tables as in my more well received PDFs.

You can get the free map and PDF at Dropbox.

You can order a softcover book from LuLu, here. (At cost for printing & shipping.)

You can get a canvas map of the Isle here

I discuss the release of Eilean Dubh in episode 6 of my podcast.

You can read what I’ve written about Eilean Dubh elswhere on my blog at this tag.

I look forward to discussing the details of this project with patrons on the monthly-pdf channel on the Patron Discord. 

More RPG Musings

About a week ago, I posted an article about some mechanics for an RPG that I’ve had in mind for a year or two. Yesterday, I had some ideas that I quickly put in Evernote while I was out running errands. I was copying them from Evernote and next thing I knew, I had something a bit more fleshed out.

Of course, the main mechanic always centers around combat. My idea is for combat to be lethal and the damage to be on a sliding scale from ’tis but a scratch to a mortal wound. This serves both to limit the appeal of getting in a fight and the realistic nature of killing blows.

My new idea is Types of Mortal Wounds.

Mortal Wounds

If a hit is made and a mortal wound is indicated, roll to see what kind of mortal wound, and how soon the target is taken out of the fight.

This definitely allows for both realism and cinematic death scenes, as people can take an unusual amount of damage, and keep fighting.

Imagine wounded animals like bears or boar who history tells us have the ability to fight long past when they should. Their adrenaline and fight instinct has focused their all on fight, and they don’t drop until their body’s ability to do so has exceeded all remaining capacity for it.

Similarly, people have fought on past a mortal wound as they can fight until the threat passes and they relax, or their adrenaline and other fight response is exhausted.

How many movies has the hero, or one of the heroes, been victorious only to fall dead at the conclusion of the danger?

Table for Type of Mortal Wound d8

  1. Slow x weeks
  2. Slow x days
  3. Slow x hours
  4. Slow x turns
  5. Quick x rounds
  6. Quick 1 round
  7. Quick counter attack
  8. Instantaneous

Where x can be any die type desired by the GM. I’m thinking d6 is good, or go with d8 since d8 is rolled to determine damage and wounds. Hmmm, maybe I can call it the d8 system.

Of course a doctor on hand or magical healing has a chance if within so many rounds of death or before death.

  • Weeks (A bruise, blood clot, or embolism causes a fatal stroke or heart attack. They might even be able to return to action, seeming to be OK.)
  • Days (A major organ, like the liver has been pierced and a painful, lingering death occurs.)
  • Hours (Might be able to travel a short distance with help, but lose all energy as their life force slips aways as they drift into unconsciousness.)
  • Turns (By the end of the fight, victors have picked over the bodies and the dying are either allies to be comforted, or foes to be dispatched. No energy remains for fight or flight.)
  • Rounds (Perhaps a quick flurry of blows can be made in the next few rounds and they fall over dead at the conclusion of the combat. Their only consolation is their foe fell first.)
  • 1 Round (After their action on the next round, they fall.)
  • Counter Attack (One last attack before they fall, either in this round or the next.)
  • Instantaneous mortal wounds take the target out of combat immediately, if their turn to strike remains, they do not get that attack. Examples of instantaneous mortal wounds include: beheading, brain shots/head shots, through the heart, strike to major veins/arteries in the trunk (chest, stomach, back, or side), fall from a great height causing massive trauma.

NOTE: An additional wound will finish a target with a prior mortal wound, if they have not received emergency treatment by a doctor or magical healing.

Language and Writing Systems

Back in February, I awoke with a murky idea about language and writing systems. Here’s the podcast episode from February 7, 2019, where I talked about it before the article was done.

Writing

My idea was about how complex a writing system could be, for its level of specificity and differences in the way different species or aliens might read.

Most written languages have a standard horizontal and vertical movement across the characters. For example, English and most European languages go from left to right and top to bottom. Some oriental languages are written vertically from top to bottom with different characters.

A flowery flowing script might swirl around the page with little flourishes along the way signifying different information.

A writing instrument that can write with multi-spectrum ink. Ink that shows different colors and across the human visible spectrum to infrared to ultraviolet. Some sort of odor that is the equivalent of certain pheromones.

There are different kinds of writing systems, alphabets, syllibaries, pictograms, ideograms, etc.

Languages

Related to that is the complexity of languages. What if a language was so complex/advanced that it’s construction specified time of day, time of year, weather, etc.

I imagined a journey by these people from northern to southern hemisphere or vice-versa. They are in the time of cold & snow, but it’s sunny & warm. How would that language adapt to that?

Short of building your own language on the scale of Tolkien, how would one emulate that in-game at the table?

Some creatures might speak at a register to high or low for humans to hear. Some frequencies could cause issues. For example, elephants make sounds a such a low frequency that it can interfere with humans’ balance.

It’s a lot for an RPG. Perhaps a few tables with different concepts to help put a twist on things. Is there such a product? I don’t have my head wrapped around this idea enough to attempt it myself. Perhaps someday.

My RPG Game Musings

Like many in the RPG/OSR space, I have dreams of making my own RPG, but the key is to come up with something different. For me, how to avoid being yet another clone is the issue.

So far, I don’t have a specific coherent system, just lists of potential ideas.

At one point I was musing about making my own western RPG, but there are several and a few new ones in the past few months. Instead, I think I will focus on a western campaign setting or campaign planning book or guide.

My idea is for simplicity and I have two “paths” in mind. One is a level less system, where all the trappings of leveling up don’t happen. I have vague ideas for how to implement it so that some aspects improve, but not to the degree it does in other games.

The other is a change to the level progression. I imagine a standard base amount of XP to level, but to have more options, like using magic takes even more XP to level. The more bells and whistles you add to your character, the more XP it takes to level. Of course, that will require defining the things that increase XP and the perpetual problem of not thinking of something that some can argue is essential. So a framework for adding new things. Not so simple once you drill down.

I think my level less idea is simpler and more workable than a complex way to track XP. I suppose some might like a more complex option, but it sure doesn’t sound fun to design and write up.

The Level Less Ideas So Far

This takes advantage/disadvantage for some elements from 5e, and the usage die from Black Hack, and adds in my own twist for combat. Magic is not well thought out, and sounds like systems I have heard about, but never played. The major thing to keep in mind, these are all ideas at this point, as nothing has been play tested.

I want combat to definitely be risky and life or death to be determined quickly. My thoughts are a base d6 for HP and a high CON will get you 1 or 2 extra “real” HP. A high DEX will get you 1 or 2 “dodge” HP. Warrior types, who are trained in fighting, in a fantasy setting, fighters, paladins, rangers, monks, and perhaps clerics, will get 1 or two extra “martial” HP.

The DEX based and “martial” HP would each be reduced by 1 from the flank, and negated from behind. Perhaps only negated from behind if surprised. Only the CON based extra HP are real and flanking has no effect on them.

You could allow players to choose the average base HP or take a chance and roll. They have to live with their choice. Average on a d6 id 3.5. GM can decide to roll up to 4 or roll down to 3. GM should announce before characters choose, as the odds of rolling a 4 or better is just over 50%. Rolling more than 4 is less likely. Or you could give them a minimum of 3 if they roll a 1 or 2.

Weapons Damage

All weapons roll 1d8 to determine damage:

1-2 = Cut/nick, bruise. 10 = 1 actual HP (Track with Tick Marks?)
3-4 = Glancing Blow 1 HP
5 = Solid Hit 2 HP
6 = Wound 3 HP
7 = Severe wound 5 HP
8 = Mortal Blow 6 HP*

*Martial Hit Points and Dodge Hit Points help here. Rear attacks are fatal unless have extra HP from a high CON.

Bound or immobile opponents can be slain automatically.

Larger or smaller base hit die for monsters is one way to handle it, and some might take more than one 8 on a d8 to be slain, if they can be hit by the weapons available to the players. Another option would be to set a usage die for the creature and every time they roll 6 or more check the usage die. The mortal blow could require rolling the usage die twice.

This suits multiple genres, as you don’t have to figure out how to bolt on firearms or plasma guns. It could easily be abstracted to siege engines verses a section of city wall, or galleys vs ramming galleys, sailing ships, and space ships.

Saving Throws: Roll under appropriate skill.

Magic: Roll under either INT or WIS to cast
Physical Damage: Roll under DEX to dodge. Roll under CON to resist.

Spell Casting

I’m thinking the average of a caster’s INT & WIS to start for their Power Points, or whatever I decide to call them. Those could represent their “mana pool” and as long as they can cover the cost of a spell that they know they can cast it. The key is to determine how these increase, and new spells become known.

Usage Die For Other Mechanics

Magic items with a limited use, like Wands, staves, and rods and the like are assigned a usage die.

Use a larger usage die to make it last longer, use a smaller usage die to make it use up quickly.

Exceptions would be a ring of three wishes has maximum 3 wishes, GM determines how many and tracks, etc.

Permanent magic items like magic swords and other weapons, and magic armor won’t need a usage die for their magic. Unless, of course there is a reason they have a limit.

Weaker items can have a higher usage dies.

  • Wand of Magic Missiles d20
  • Want of Fireball d12
  • Wand of ice d10
  • Powerful game changing magic no bigger than a d8, most likely a d6, depending on exactly what it does a d4.

Armor absorbs damage, to simplify keeping track of actual HP, implement a usage die mechanic. Need to tie in to d8 damage system….

The quality of armor determines the usage die.

  • d4 gambeson
  • d6 leather
  • d8 scale mail
  • d10 chainmail
  • d12 platemail

Shield adds one die type, so platemail & shield is d20.

Damaged or poor quality armor moves down a die type.

Artisan quality armor moves up a die type.

Magic armor is artisan quality armor with advantage. That is roll two of the die type that type of armor is and take the higher roll.
For example, magic chainmail is d12, advantage is rolling 2d12 and taking the higher roll.

Damaged armor can be repaired.

Similarly, weapons can be damaged in use and have the same penalties for poor quality and bonuses for artisan work, and magic items roll with advantage.

NOTE: Some or all magic items may be ruled to be immune to damage for simplicity, or only a certain procedure or type of attack can damage it.

Rations, ammo, etc. If a player does not record and keep track of their rations and ammo, assign them a usage die for simplicity.

Combat

I hadn’t worked out anything on this yet. For simplicity, d20 with ascending armor. Martial types get a straight roll, and all others get some form of penalty. Either through surviving multiple combats or some training mechanism, non-martial characters could reduce their penalty.

Improving

So far, I only have the initial idea that certain aspects of a character will improve with time. For example, martial types might eventually get a +1 to hit. Thief types get better at picking pockets, etc. Spell casters would add to their collection of spells and so forth, and increase the number and power of spells they can cast.

Perhaps a certain number of adventures or milestones are needed to track improvement.

Aging/Deteriorating

With age one loses strength, endurance, and agility. With major injury one can also lose endurance and agility. I’ve really started to notice this the last couple of years….

When Will It Be Published?

I’m not spending a lot of time on this. I wrote this article to get my idea out there so I can get back to other things I have in the works. I don’t anticipate it this year. Perhaps I can do it next year once the Kickstarter is wrapped up.

  • In addition to my blog, I have a Patreon, for which I create monthly RPG related PDFs and publish on DriveThruRPG [Affiliate Link].
  • I do a podcast with three episodes a week.
  • Then there’s my YouTube channel for which I recently started a popular series, How to AD&D 1e.
  • Of course, there is the card game I plan to Kickstart in 2020. Sign up for an email when it is launched here.
  • I also go to cons and run games for which I make my own scenarios.
  • Finally, I have hopes of putting out my western RPG campaign ideas this year, but that might be stretching it.
  • I also have to keep up with a nearly 100 year old house, mow a big yard, and all the other daily life things.

EDIT: Read the next article about Types of Mortal Wounds.

Wishes Gone Wrong

Last night the idea came to me of wizards casting a wish or limited wish to remove their magical aging.

It occurred to me that an unwisely worded wish can easily backfire if taken literally.

There are degrees of bad that might happen:

Less bad: Immune to spells that cause magical aging, like haste.

More bad: Can no longer cast spells that cause magical aging, like haste. No longer can they send their fighters into a high speed multi-attack frenzy.

Most bad: Immune to anti-aging potions and effects. This could include wishes that attempt to undo the effect, since wishes cause aging. Even wishes another makes on their behalf may not work.

This has a good news side, as they are also immune to the ageing effect of ghosts and other creatures

Ultimate bad: The wisher dies thus solving all their problems. Or they rise as one of the undead….

Spreading the Bad: Wish is applied to all members of the party, so cleric can no longer cast restore to reverse magical aging.

Spread far and wide: No one is affected or can use magic that causes or reverses magical aging. This might have the effect of eliminating all undead and prevent the creation of more, depending on the exact wording of the wish. Or it only makes creatures that have ageing or anti-ageing effects no longer work.

Conclusion

Limited Wish, Wish, and Alter Reality are the ultimate power players can fiddle with in their quest for wealth, power, and glory. Poorly worded wishes are a gift to the Game Master to twist and mess with the players. Wise players are very careful and precise in their wording of wishes, if they choose to employ them.

Sometimes wishes appear to have no immediate ill effects. An example I have mentioned before is the time players in my brother’s campaign found a Deck of Many things. One person wished for the finest in in the world. It is a strange, magical place that changes size and decorations. The decorations are from the various inns throughout the world who have nicer things, they become part of this character’s inn. When the original owners find out, if they are rich or powerful, that character will have some explaining to do.

One can never anticipate all the ways a player might mis-word a wish, so one must keep some general ideas in the back of their mind when a wish is in play.

Also, don’t put wishes or similar into your campaign if you don’t want the characters to change the face of your world.

More Musings

I have a vague idea that I’ll reflect on a while. But I’d like to have some sort of obvious effect to happen when mortals make wishes.

In AD&D 1e, magic is explained as channeling power from other planes. What might the enormous power of a wish cause to happen?

If such a thing happens, you’ll want some backstory about previous wishes and the “coincidental” happenings that happened about the same time.

I’d love to have more consistent play in my campaign world where players come across wishes, like with a luck blade, ring of three wishes, genie’s lamp, Deck of Many Things, etc. I’m not afraid to let the players, via their characters, alter the face of my campaign world. Why should I? I set my campaign in motion, in media res, a thousand years after the collapse of the last major empire. I have all these ideas for how things were wrecked in the past, why not let the characters be the agents of change for the next cycle?

Game Systems & Scenarios At Cons

While organizing my thoughts and notes for the games I will be running at Marmalade Dog and Gary Con in 2019, I made a list of all the RPG systems I’ve run. I noted what modules/scenarios I ran and what con I ran them.

Since 2015 when I first DM’d at a convention at Marmalade Dog, here in Kalamazoo, I’ve run for at least 10 different RPGs. I have run 16 different scenarios, one is Village of Homlet, the other is Stop the Flow by Mark Hunt. The other 14 are all scenarios I wrote myself.

The systems I have run are:

AD&D, Delving Deeper, The Front, Gangbusters, Metamorphosis Alpha, Gamma World, Boot Hill, DCC, White Star, and Stars Without Number. [Affiliate Links]

Since 2015 when I GM’d my first game at a convention, I have GM’d a couple dozen times at 4 conventions: @marmaladedog @GaryCon @GameholeCon and @ucongames.

I’ve run 10 different RPGs for 16 different scenarios/modules. 14 of those I wrote myself.

It’s taken me 3 hours since I uploaded the podcast (#80) to locate all of my notes for the scenarios and rule books for reference. I realized I needed to organize what games I have and will run by Rules System, name of the scenario, and which con(s) I’ve run each one.

Had I thought this through, I wouldn’t need to dig back 4 years and have to do searches on my blog to determine some information.

My notes during each session help me improve those scenarios I am running again. I need all notes for each scenario consolidated into a master document for the scenario. Then I can find it when I need it.

Run it from a tablet or press print.


This is what I mean by minimalism at the table.