Friday, 21 September 2018

125 Character Roleplay Challenges

'Witch of Endor' by Nikolai Ge
I believe interesting roleplay can be achieved by setting a challenge for characters, a limitation of some kind. Alignment is the default roleplay challenge in the game but that's just the starting point.
Whenever my players make new characters, I have them take a look at this chart I made for inspiration (if they want it). Some of these are obviously more challenging than others, so I leave it up to the players to decide what they take on. The rolling is there for fun/convenience. (None of these challenges should get in the way of approaching the game in a smart way as a player, but should rather make certain choices more interesting.) These could serve as inspiration for NPCs, too.
Note: the rolling method below does not give results even probability. If using an online dice-roller, just roll 1d125. For even probability, use this formula: (1d10/2) • 25 + (1d10/2) • 5 + (1d10/2) + 1.  The first die roll is telling you whether to pick the first, second, third, fourth, or fifth group of 25 options. The second die roll tells you which group of 5 to choose within that group of 25. The final die roll tells you which one to choose in the group of 5. The 1 at the end is because humans start counting at 1, not 0. (thanks to /u/Zenocrate for the dice maths)
/u/Fenind3745 has made an awesome PDF version of the table. Get it here. (printer-friendly version here)

Roll d100 + d6
(if d6 is even, add +25 to roll)
1. Addicted to substance
64. Hates magic
2. Kleptomaniac
65. Obsessed with magic
3. Hatred/fear of killing
66. Bad manners/vulgar
4. Expensive taste
67. Leaves no one behind
5. Too proud to ask for help
68. Fears the gods
6. Doesn't know the common tongue
69. Superstitious
7. Never refuses a challenge/extremely competitive
70. Obsessed with a god
8. Has an injury
71. Receives visions (insane)
9. Owes a large debt
72. Fugitive
10. In love/heartbroken
73. Haunted
11. Fear of common hazard (fire, water, heights, animals, darkness, insects, magic)
74. Hunted by something/believes they are being hunted by something
12. Moral code
75. Secretly evil (and must keep it a secret)
13. Magical curse (inhibits certain type of interaction, action, or activity)
76. Prophesied to die soon by a fortune teller and believes it
14. Has a terrible secret/not who they claim to be
77. Servant to a hidden master
15. Has a great past sorrow
78. Multiple personalities
16. Irresponsible with money
79. Socially inept
17. Trusts nobody
80. Dormant behavioural conditioning program
18. Responsible for a dependant
81. Traditionalist
19. Apologist/condoning
82. Conspiracy theorist
20. Responsible for a terrible event
83. Brainwashed
21. Blames something or someone for a great sorrow
84. Naive
22. Breaks hearts
85. Father/parent complex
23. Faints at the sight of blood
86. Collector
24. In love with someone horrible or forbidden
87. Obsessed with fitness
25. Desires an honourable death
88. Terrible liar
26. No sense of smell
89. Illiterate
27. Blind
90. Extremely shy
28. Obsessed with justice
91. Overconfident/arrogant
29. Hunts a certain type of foe
92. Self-deprecating
30. Plagued by nightmares
93. Fiery temper/anger issues
31. Parties too hard/over-indulgent
94. Trusting
32. Easily seduced
95. Hypochondriac
33. Compulsive liar
96. Oblivious
34. Extremely greedy/will do anything for money
97. Chronic illness
35. Puritanical
98. Monstrously ugly
36. Fears building close relationships
99. Painfully beautiful
37. Thrill-seeker
100. Social conformist
38. Bloodlust
101. Authority issues
39. Obsessed with personal hygiene
102. Was involved in a huge scandal
40. Attracts a lot of attention (gigantism, towering height, dwarfism, exotic features, albinism, unusual/flamboyant fashion choices, booming/piercing voice, distinct loud laugh, exhibitionist, has ravenous fans/followers)
103. Notorious
41. Extremely vain
104. Self-righteous
42. Altruistic
105. Avenging
43. Devoted to one of the player characters
106. Pretender/heir to distant throne or ruined kingdom
44. Pyromaniac
107. Impoverished noble
45. Psychological trauma
108. Dependant upon an item for an ability score/incredibly weak without a certain item
46. Hears voices
109. Suffers from chronic pain (magical or non-magical)
47. No patience/impulsive
110. Constantly seeks out fortune tellers, palm readers, tarot card readers, good luck charms
48. Paranoid
111. Once-powerful demon cursed with mortality and stripped of all powers
49. Running from the past
112. Takes up a new hobby every adventure
50. Pet collector/animal-lover
113. Taken a vow of silence
51. Pack rat/hoarder
114. Hand-makes everything
52. Ritualistic (by choice, conforming, or magically compelled)
115. Keeps a chronicle of heroic events, exaggerating the details
53. Needs medicine to live
116. Composes short poems about party successes and failures
54. Absent-minded (randomly forgets/loses things)
117. Failed minstrel
55. Addicted to gambling
118. Prone to jealousy of others' success
56. Swore an oath about one of the party members (in regard to enemies, treasure, or magic)
119. Contempt for nobility
57. Only eats a certain food
120. Contempt for the comforts of civilization
58. Needs certain conditions to sleep (certain item(s), can't sleep alone, etc.)
121. Craves creature comforts
59. Vendetta against type of monster
122. Outwardly curses the gods
60. Very fat
123. Secretly much too young for adventuring
61. Very old
124. Romanticizes everything
62. Deaf
125. Reads signs and omens
63. Fears magic



Friday, 14 September 2018

40 NPC 'Details of Wonder' to Hook the Players

'The Alchemist' - Dulac
Here's a list of 40 details to make players curious about an NPC, based on my Threads of Wonder method. I generally give all of my notable NPCs one of these details so as to entice the players into approaching the NPC of their own accord.

Roll 1d20 on Table A or Table B.
Table A

Table B
1. Big scar

1. Causes fear or awe in other NPCs
2. Odd habit

2. Publicly recounts a strange or harrowing tale
3. Strange outfit

3. Publicly recounts a mighty deed
4. Exotic appearance

4. Boasts about personal skill
5. Speaks a strange or foreign language

5. Dirt poor
6. Curious item

6. Fabulously rich
7. Tattoo

7. Extremely flamboyant
8. Insignia or coat of arms

8. Excessively filthy
9. Uniform

9. Unusual beauty
10. Bruise or injury

10. Strange or magical aura
11. Strange or suspicious behaviour

11. Ignorant of local customs
12. Nervousness

12. Buys a round of drinks
13. Great or terrible mood

13. Sends a gift to the PCs or another NPC
14. Weird dialogue

14. Begging for help
15. Missing items usually worn

15. Warning people against something
16. Sickness of some kind

16. Leaves an item behind
17. Staring at the player characters

17. Trying to get rid of something

18. Ignoring the PCs

18. Advertising something
19. Mysterious or suspicious stains on clothing

19. Performing
20. Secret or unknowable knowledge about the PCs

20. Searching for something


Thursday, 13 September 2018

Threads of Wonder: A Fundamental Method for Dungeon Masters

'A Golden Thread' - Strudwick

"Wonder is the first of all the passions." -Descartes

“When curiosity is alive, we are attracted to many things; we discover many worlds.” -Eric Booth

“The first and simplest emotion which we discover in the human mind, is curiosity.” -Edmund Burke

This is a method for designing moment-to-moment gameplay, based on a theory/philosophy I've been developing over the past couple years. It's a very practical, usable method that will work even if you're not a theory-head. I’m not suggesting this is a method that will appeal to everyone or that it’s a superior way of running the game, only that it’s captured my interest and has worked for me and the players I've used it with.

First, here's the theory:

If your players have wonder, they will ask questions about your world -- the same questions their characters are asking. Asking questions about the world is actively engaging with it. Actively engaging with the world opens the door to roleplaying a character within that world. Roleplaying a character within a world can lead to immersive experiences.

To expand upon that, what I mean is that curiosity is a very powerful tool for drawing in the players at your table. They don't have to role-play or think about rules or make tough decisions in order to be curious, so it's a very easy way for them to enter your world. I use the term “fundamental method” because it’s really a complete style of DMing, adventure-writing, and worldbuilding that can be used to create and run an entire campaign.

I’ve been testing out this method with multiple groups for the past two years and have found it to be a highly effective way of engaging players and structuring the game. It has continued to spark immersive experiences. In my playtests, I’ve run the same adventure each time -- it’s my go-to for new groups. Here’s the scenario:

Example: At The Wealthy Troll

We begin in the town of Birtash, a trading hub on the Twilight Coast. As you enter the local inn, the Wealthy Troll, you hear the high voice of a musician playing a sad song in the corner. Some of the patrons are singing along. The hearth is decorated with a large and grotesque skull of unknown origin. A stocky, curly-haired man with his arm in a sling does his best to serve the patrons, bustling about the room balancing a tray full of frothing mugs of ale with his good hand. You notice a few unusual characters among the patrons. A menu hangs above the bar.

The elements of wonder here are the sad song, the skull, the barkeep’s injured arm, the unusual characters, and the menu. They’re like traditional plot hooks/adventure hooks, but on a smaller moment-to-moment-gameplay scale. Dependably, players launch into exploring these details, completely brimming with curiosity. Now that I’ve captured the players, the key is to reward their curiosity with further elements of wonder. In this way, the players are lead along **threads of wonder**, which continue as far as you want them to go. You can introduce as many new threads as you like. Let’s continue:

The Song

If the PCs ask about the song, they’ll learn it’s a piece known as the Third Tear, one of seven songs in a collection called the Seven Tears. If they inquire further, they can discover the composer’s name, which is Nack Berryland. Berryland compiled a number of songbooks but most of them have been lost. One, however, is rumoured to have belonged to the lord of the old castle that now lies abandoned to the north.

The Skull

If the PCs inquire about the skull, they’ll find out that nobody really knows what kind of creature it belongs to, but Fig, the barkeep, believes it’s a troll skull. He and his brother found it when they were young and decided they would open an inn and call it the Wealthy Troll; they’d put the skull up on the wall. Sadly, Fig’s brother passed away before they opened the inn, but he kept the name and put the skull up in his brother’s honour. The thing is, nobody believes trolls have existed for hundreds of years.

The Arm

If they ask about his injured arm, he tells them he fell off the roof the other night. He was investigating a strange noise coming from the chimney. He doesn’t ask the players to check it out, but they inevitably get curious and say they’ll check it out, usually in exchange for a free night at the inn.

Fig agrees and they head outside, using the ladder up to the roof. Peering into the chimney, they find a stirge has made its nest inside. The stirge itself is asleep. They see a spotted egg in the nest, as well as a silver glint beneath it. The groups have invariably killed the stirge one way or another. Curious about the silver, they then climb into the chimney and haul out the nest (or remove the contents and then kick the nest down into the fire, in one instance). Inside is the egg, which they always come up with all sorts of questions about, and a silver necklace adorned with a small gem.

If they put the necklace on, they are able to hear muffled chanting, rapidly bubbling liquid, and clinking glass. This incites further wonder, and some players have picked up on the clues and asked Fig about an alchemy or potion shop in town. He doesn’t know anything about it, but they store that mystery for later.

The Unusual Characters

If the players ask about the unusual characters, I give them the following:

An uncommonly handsome man in leather, a longsword leaning against his table.

A thin man with a brand on his wrist.

A gnarled man with sun-weathered skin muttering to himself.

A scruffy man with big cheek scar in leather.

Elements of wonder here are the uncommon handsomeness, the longsword, the brand, the muttering, and the scar. Every group I’ve run this for has gone through the common room and made a point of investigating these characters. They’re just 0-level hirelings who can be employed by the party, but I’ve turned them into elements of wonder.

The Menu

If the players check out the menu, I list the following:

TROLLSBLOOD ALE
5 sp
WILD MUSHROOM SUMMER PIE
5 sp
OZRISY RED
8 sp
BEEF ROLL IN MUSTARD SAUCE
2 gp
STARTHISTLE MEAD
1 gp
BROTH WITH BACON
5 sp
ACHORI STOUT
2 gp
BROWN LOAF
1 sp
DAMMON’S DRINK
1 gp
JENIM HARD CHEESE
1 sp/wedge


TROUT WITH BUTTER SAUCE
1 gp


MULBERRY PIE
5 sp


GOLDEN HONEY CAKE
1 sp


FRUIT
1 sp

Trollsblood Ale is the house brew which was created by Fig and his brother. Ozrisy Red is a wine from a town to the west called Ozrisy which lies in a deep swamp; Ozrisy is famous for its arena. Achori stout comes from a castle to the south called Achor, where there are woods of black trees; the castle is ruled by a wizard. Dammon’s Drink is moonshine which was made by Dammon, Fig’s late brother. Jenim hard cheese comes from the village of Jenim, which is a fiefdom of Birtash and lies along the road to Ozrisy. Each of these places can be visited by the PCs.

More Threads

I also have a painted shield above the hearth with a coat of arms on it. If asked about, they’ll learn it’s the crest of the family Avryn who ruled the old castle to the north a hundred years ago. They used to be the lords of Birtash but they vanished due to some terrible event at the castle.

There's an unusually-smooth length of black wood in the woodbox beside the hearth which can be discovered by players who poke around there. It's warm to the touch. It's actually a staff which belonged to the Green Wizard, who was the court magician of the old castle a hundred years ago.

I have more threads which eventually lead to the castle, which is a huge megadungeon with rooms and rooms full of these kinds of details, designed using this method of 'threads of wonder.'

Afterword

There’s already so much wonder to this setting and the world feels so rich and large, and the players haven’t even left the inn. You really don’t need to make a big setting when using this method; a very small and very detailed setting is highly effective.

This is a very player-driven style of play which means it can sometimes seem slow-paced. But slow-paced doesn’t mean boring: it’s immensely satisfying to the players to control the direction of play, have the freedom to explore the setting, and uncover these mysteries. In essence, it’s a ‘mystery sandbox’ style of play, but it can be used on a scale as small as a single room, as shown above. I’m sure a lot of DMs already intuitively or subconsciously use this method, but I found that when I actively thought about it, I was able to maximize its usefulness and effect.

I hope you find this useful and/or inspiring, and if you end up creating your own ‘threads of wonder’ adventure, I’d love to hear about it.