• Narrative character creation in 5th edition

    Narrative character creation in 5th edition

    Story is modern roleplay gaming. But, character creation per the Player’s Handbook is mechanical. It doesn’t have to be. It can follow a narrative; this is how.

    The character creation order changes a little bit with this method. Now it’sΒ almost as if your character is going through childhood and adolescence while you and the DM (ideally together) go through this process. Kind of like filming a documentary, together you discover the journey from birth to hero. Take notes and get the feeling of the storyΒ that created the personality that will exist at the table later. If the player talks about history or backstory that doesn’t yet exist in your world, they are there creating it with you. This empowers the player to help with worldbuilding and creates bonds between the character and the past.

    I’ve done this with two players so far. The following has the steps of process and a practical example.

    Tell me about your parents

    This is the first lead. The DM is trying to figure out a bit about the homeland and race of the parents. They don’t need to be known (orphans are common in our base literature), but at the least get a few words describing origin country and race. Write those down. Get their given name now. Maybe their adventuring name is different, but when they are born, they are named.

    My first player said his parents were a merchant family from Southern Kirtin. They’d lost their lands when Daoud took over. They are halflings that abhor Azsel.

    Race: Halfling

    Are you strong, intelligent, wise, a leader, nimble, healthy?

    As the DM I generated a random point buy array and asked for the player to describe their character traits that they exhibited as a youth. Were they the type that led groups or shy? Did they throw rocks, or work in the mill? Maybe they were sick, or never got sick when others were? Some people read a lot, or read people. Distribute the six scores based on the answers given.

    This player said that they were a bit of a leader playing with the kids, generally healthy, tended to know and understand people. They were a bit weak (halflings in Everflow have minuses to strength).

    STR: 7 | DEX: 16 | CON: 14 | INT: 11 | WIS: 14 | CHA: 14

    Your parents did what? Did you follow in footsteps?

    The answers to these questions determine Background, and help guide you towards Class. They aren’t the answer to class, but do influence it. A lot of personality gets built out here. The Personality Trait, Ideal, Bond, and Flaw should be apparent from this conversation. If it isn’t offered, the DM can probe a bit more.

    In our example the character was raised by a merchant family that wanted to do everything right, that as a family wanted to regain their lost market in Kirtin-on-the-Lake and as the youngest of the trade family he’d been swindled once or twice, so he’s a bit suspicious of that.

    Background: Merchant with skills in Appraiser’s Tools because he doesn’t trust and Vehicle’s (Land) because he was the youngest son.

    What makes you special?

    Ask about the time that the character discovered that they aren’t common, but instead began to know that they are a hero. Have them describe it. Did they fight with arms, pick up a bow? Maybe they stole something? There should be indications towards class here. The experience may be a bit like a tree where the branches are melee or magic. After that the split might be sneaky (Rogue), hefty (Fighter, Barbarian), ranged (Fighter, Rogue, Ranger) or divineΒ (Cleric, Druid), arcane (Wizard), discovered (Sorcerer), pledged (Warlock, Paladin). Are they principled (Monks, Paladins, Clerics)? This is likely the longest conversation you have during narrative character creation. Throw them some experience for wonderful ideas that surprise and entertain you.

    But during this section you’ll come away with their Class, their options like Fighting Styles, or Faith, or Wizard school, etc.

    Our example character was someone who had a caravan raided. He wasn’t a fighter, and didn’t know magic, instead he helped. He distracted the opponents, or warned his guards. Throughout the fight he was helpful. After the fight he repaired the cart, and returned the goods.

    Class: Uncommoner (this is a homebrew that may be public soon)

    Altogether it isn’t a major shift. Maybe some tables already do similar. For me it created a process shift from “this is what I am” to “this is how I came to be.” That adds some depth.

  • Errata for December 2021 mostly focused on helping your character be yours

    Errata for December 2021 mostly focused on helping your character be yours

    The semi-regular blog by the D&D team at Wizards of the Coast released today is from Jeremy Crawford, folding in Sage Advice and Errata updates.

    Four rules answers are shared, all about spells. The biggest impact on my games would be the clarification that spell attacks are not spells. This means Counterspell and similar are not effective against the consolidated stat blocks for monsters in the latest and upcoming releases. Also, Silvery Barbs is ineffective against Legendary Resistance, which shouldn’t be a surprise. The other two questions seemed to have obvious answers, but the clarification helps.

    There is a significant change to Drow, and that connects to most of the player-facing Errata updates.

    This new text replaces a description that confused the culture of Menzoberranzanβ€”a city in the grip of Lolth’s cult in the Forgotten Realmsβ€”with drow themselves. The new text more accurately describes the place of drow in the D&D multiverse and correctly situates them among the other branches of the elf family, each of which was shaped by an environment in the earliest days of the multiverse: forests (wood elves), places of ancient magic on the Material Plane (high elves), oceans (sea elves), the Feywild (eladrin), the Shadowfell (shadar-kai), and the Underdark (drow). Drow are united by an ancestral connection to the Underdark, not by worship of Lolthβ€”a god some of them have never heard of.

    Sage Advice December 2021

    Within the nine books that have Errata updates that theme is extended.

    The Player’s Handbook sees 15 of 22 new changes being related to Alignment. The most common change is “The β€œAlignment” section has been removed.” No longer are characters going to be directed towards certain behaviors. They are, instead, the heroes and anti-heroes of the story — unique and special.

    “The β€œAlignment” section has been removed.”

    Volo’s Guide to Monsters and Sword Coast Adventurer’s Guide (which is not only still in print, but still getting updates!) have similar changes to their PC-facing content. Volo’s also notes that Volo himself is an unreliable narrator with almost all of his experiences being confined to the Forgotten Realms.

    β€œThe lore in this chapter represents the perspective of Volo and is mostly limited to the Forgotten Realms. In the Realms and elsewhere in the D&D multiverse, reality is more varied than the idiosyncratic views presented here. DM, use the material that inspires you and leave the rest.”

    Volo’s Guide to Monsters Errata

    SCAG has some changes to the Sun Soul Monk and the Swashbuckler that bring them in line with these subclass’s appearances in other books.

    Overall the Errata focuses on the concept that only canon that matters is what’s at your table, and that your character is yours. All nine books with Errata in the last year are linked at the Sage Advice update.

  • Why DMs Are Banning Silvery Barbs

    Why DMs Are Banning Silvery Barbs

    Due to Silvery Barbs (1st lev) being dramatically better than Fortune’s Favor and slightly better than Shield, I will also be banning it at my table.

    thinkdm's avatarThinkDM

    Silvery Barbs was an Unearthed Arcana subclass feature that was playtested for the Strixhaven setting. After class-variable subclasses were abandoned, the feature was converted to a level 1 enchantment spell for bards, sorcerers, and wizards. This spell is published in D&D’s new book, Strixhaven: A Curriculum of Chaos.

    Spell Mechanics

    The spell works like this:

    As a reaction, you can force a reroll (take lower) on an attack, check, or save.

    Then, you hand out a bonus inspiration that can be used for 1 minute.

    Reroll Mechanic

    The core mechanic is not based on disadvantage. It’s a forced reroll after the fact. That’s not only better for conserving spell slots and action economy, it allows Silvery Barbs to be stacked with disadvantage from other sources, and other strong reroll mechanics like the Lucky feat.

    Casting Time

    Reaction spells immediately throw up a red flag for power creep. There aren’t…

    View original post 1,156 more words

  • Deck of Many Gifts: A Holiday Shopping Guide

    Deck of Many Gifts: A Holiday Shopping Guide

    Not everyone is an expert on D&D, but thanks to the pandemic, nearly everyone knows someone who has taken up the hobby within the past year. If you are looking for ideas, this collection should help you find the perfect gift for the new Dungeons & Dragons fan in your life. Or, it’s a great way to share ideas with your family and friends that need to support your hobby during the holidays.

    The following collections of gifts are sorted by the style of D&D fan you are shopping for. None of the links, except one, has an affiliation with myself or Full Moon Storytelling. For the most part the links are not to Amazon, but to direct purchasing, or in some cases, King’s Books in Tacoma, an indie that needs support. For digital gaming only DnDBeyond is linked, but check what digital service your gamer uses to see how to best aid them in playing.

    Don’t critically fail. Shop from this gift guide instead.

    The Pandemic Casual

    Over the past 9 months many people took up the game to help create social interactions via digital spaces in a time when doing so in real life would help spread the disease. They may only be using the free version of the Basic Rules. Give them an upgrade.

    If they’re only playing a single campaign or so, they don’t need subscription on DnDBeyond. But it can be handy to grab the Player’s Handbook, Xanathar’s Guide to Everything, or Tasha’s Cauldron of Everything. These can expand your options as they level up or play their second and third character. If they use Roll20 or Fantasy Grounds go for those manuals on those systems.

    When they convert from digital play get a nice set of dice that inspires them and a written notebook for that analog pen & paper experience – my favorite entry level is from Field Notes. At the higher end, the Adventurer’s Kit from Arcana Note is stunning.

    The Digital Addict

    Others are now addicts, gaming a half-dozen times a week or more. These people need more expansive tools, and art.

    The Hero Tier on DnDBeyond is of great value if your giftee is constantly talking about their next character build rather than their current. The Sourcebook Bundle provides the maximum number of options in the 5th edition rule set.

    An expert at DMing on Roll20 or Fantasy Grounds will love Newbie DM’s Spell Templates. Support a map maker on Patreon – 2-Minute Tabletop, Dyson Logos, and Deven Rue are my favorites – so that they have great maps to help them game.

    The Beginner

    There is no better time for a family to start playing D&D together. For those with little to no experience in playing analog role-playing games start with the D&D Essentials Kit (currently less than $10). For those just a bit too young to start playing, The Young Adventurer’s Collection from Jim Zub, Stacy King, and Andrew Wheeler will give them the experiences of the multiverse through original art and writing. There’s also Adventure Begins, a basic board-meets-roleplaying game.

    The Collector

    They probably have all the gaming stuff already. You need to find them with something related to the game that they don’t have. There are high end options galore, including Beedle & Grimm’s assortment of adventures.

    Heroes’ Feast is a cookbook inspired by D&D. How ’bout a dice box with a caddypult? Or a prop map for their wall? Finally, rather than something inspired by D&D, why not give them Appendix N, the materials that inspired the game?

    The Actor

    Some role-players take a deep dive into their role. They create elaborate backstories, dress as their character, and only want to spin the tales from their singular deep build. You can aid them in this endeavor.

    Head over to HeroForge to create a custom version of their character. They even offer full color now. Now, find the perfect pairing of fancy dice, like the all wood from Artisan Dice (or poo, or bone?).

    They also likely need a prop or two. Maybe a sword, or sextant, or a spyglass. Match their passion with fun trinkets and maybe even a custom dice bag from Tea & Tails so they get in character as soon as they sit at the table.

    Creator of Worlds

    For some of your friends, the rulebooks are only part of the game. They aren’t interested in FaerΓ»n, Krynn, Athas, Eberron, Oerth, or other pre-created realms. They are the Dungeon Master. They create their own places for heroic tales. They need other tools.

    For guidance in world creation, there is nothing better than the Kobold Guide to Worldbuilding. For those that need more monsters, the Tome of Beasts 2 expands the monsters in the world. As someone who gets a thrill from creating new villages and cities, Spectacular Settlements from Nord Games is amazing. Finally, the Monsters Know What They Are Doing, no DM should assume those beasties and what-not are dumb.

    Lifestyle

    Those that live the D&D lifestyle will love the Lambert House D&D shirts, Found Familiar coffee, and Friday Afternoon Tea.

    What if you’re Dave?

    If you’re me you’ll enjoy everything listed above, as well as things on my wishlist.

  • Four ways to use Oleg Dolya’s new Neighborhood maps

    Four ways to use Oleg Dolya’s new Neighborhood maps

    There are certain DMs (me) who aren’t good at drawing and or mapping. For us, a few dollars a month towards various map makers helps us create our worlds. Even if you don’t commission specific works, the services of Dyson Logos (my favorite dungeons), Two Minute Tabletop (my favorite battlemaps), Deven Rue (my favorite regional maps), and Watabou (my favorite procedural maps) can add depth to your gaming sessions — even when you don’t use miniatures.

    Oleg Dolya, the person behind Watabou, just released neighborhoods.

    This is vital for me. Uprising & Rebellion takes place in large city. Having maps of districts and neighborhoods within that is important for the game. Being able to create one on the fly as my players head off script is vital. Players will always go off script. Just because you think they’re going to have a battle in the Docks doesn’t mean they won’t visit North Shore, the Ward of Mighty Trees, the University or Silk Row.

    Created using Watabou

    Will I have two or three of these printed out just for the flavor of the next neighborhood over? Yes.

    Here are three other ways you can use the Neighborhood maps.

    1. Stitch together an assembly of several of them to create a city. The unnatural gaps make perfect sense as mountains, lakes, rivers, etc. A whole city at this level of detail would be interesting. Make certain to use the same color set for each.
    2. Some of the generations for the neighborhood map make sense as compact villages. Yes, Dolya has a village creator, but those don’t have wells, fountains, and ponds in them. The neighborhoods can.
    3. The map can be an underground cavern in the Dwarven city trope. First shift the colors using the ‘0’ key to one that has some darkness to it. Pretend that the trees are mushrooms, and that the streets are the passageways and tunnels to the rest of the world. Bone Wharf is now a Mountain Dwarf city.
    Created using Watabou

    The key to using a procedural map is that you aren’t going to get exactly what you want, or even close to what you want. You are going to get a usable map, fast. Let the oddities of the creation guide you towards creating the people and the space. That long road running from lower-left to upper-right on Silk Row? That’s obviously the Silk Row itself. The fountain is where the various traders and merchants gather to discus their deals. The light smattering of trees are for the very richest of households, those that raise silkworms in the climate that isn’t proper for them. There are some roads that run parallel to the Silk Row, those are for supporting businesses, not the wealthy traders. The non-enclosed squares like the large one up-and-right are areas that are pack animal friendly. You are the DM (or when you use as a player to describe a hometown the creator). Let the algorithm take you to answers you could never find on your own.

    What else do you see in Silk Row? Why is the dwarven city called Bone Wharf? What makes Bone Wharf unique?

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