Character stable #30

I include some numbers that give an idea for the power level of the character.

  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, experience 399.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Gotfried, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 367, average attribute 10.
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Middle kingdoms. Level 4, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Senja, an outdoorswoman and commander who would rather not kill. Adventuring in Wilderlands of high fantasy, near the city of Modron. Level 3, experience 3723, average attribute 11.
  • Fridswid, a young witch adventuring with elves in Castle Greyhawk. Level 2, experience 2580, average attribute 12.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 3, wargamish experience 4182, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.

Graveyard

  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.

Character stable #30

Teori-innblikk # 44

Teori-innblikk # 44

Teoriakatsaus #43

Teoriakatsaus #43

Theory review #42

Theory review #42

Teori-indblik # 41

Teori-indblik # 41

Teoriakatsaus #40

Teoriakatsaus #40

Character stable #29

I include some numbers that give an idea for the power level of the character.

  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, experience 399.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Ælfstan, a psionic monk who lives in poverty and has opinions about organized religions. In Gnarley woods in Greyhawk. Level 3, wargamish experience 3999, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13. Poisoned by a hydra to eternal sleep.
  • Gotfried, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 1, experience 367, average attribute 10.
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Middle kingdoms. Level 4, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Fridswid, a young witch adventuring with elves in Castle Greyhawk. Level 2, experience 2548, average attribute 12.
  • Senja, an outdoorswoman and commander who would rather not kill. Adventuring in Wilderlands of high fantasy, near the city of Modron. Level 3, experience 3498, average attribute 11.

Graveyard

  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.

Character stable #29

Teori-innblikk # 38

Teori-innblikk # 38

A sandbox of mysteries

A persistent world, lots of interesting things to do, and players decide which way their characters go. And the core activity is solving mysteries; some mundane, some turn out to be more than that. Character stables are recommended, but not mandatory.

The question is, what kind of set-up allows a sufficient amount of mysteries while keeping the game world credible?

  • Cthulhu is the classic. I am not quite sure I want to live with the baggage and there is also a classic problem: how to have mysteries come in, one after another. Even if the background mystery ends up being Cthulhu, it needs a stronger concept for the characters to stay together.
  • An organization that investigates mysteries, in the style of Delta green or whatever the group in Väsen is called, would work just fine.
  • A sufficiently large city would allow going with private detectives, a mystery cult or some similar group.
  • Some kind of school-type institute, with the characters being children, could work in a local game.

What is the background mystery? It is likely the metaphysics of the game world or something that is about to break it. Cthulhu, the remnants of folklore, serpent men, etc. A unified background mystery is probably better than a disjointed soup of everything possible mixed in, though that has its pleasures. The actual mysteries in play would be a mix or ordinary cases and things with connections to the background mystery.

A third matter is the rules system. Pretty much any traditionalish system would work fine. Anything with failing forward is dangerous, as it creates a mechanism for the game master to take away the mystery-solving from the players. Same with some Apocalypse world -type knowledge rolls.

  • DIY: a skill system that allows separate types of characters, plus some other mechanical complexity, maybe. Simple and elegant.
  • Miseries and misfortunes, with the failing forward removed, would work and the magic system would be a good fit. Finding players might be challenging.
  • Call of Cthulhu or some other traditional system would work.
  • But please, no Gumshoe, the antithesis of sandbox mystery solving gameplay.

A sandbox of mysteries