Tag: Role Playing

  • Using ‘third places’ to add cultural depth to your D&D campaign or character

    Using ‘third places’ to add cultural depth to your D&D campaign or character

    The trope that starts nearly every Dungeons & Dragons campaign is “So, you meet in a tavern.” Which is fitting. For most campaigns start with a diverse group of characters who don’t have strong connections throughout the group. They are a cross-cultural, cross-class, cross-Class, cross-everything group that wouldn’t meet at most places in the medieval-Renaissance-ish fantasy world that is D&D.

    But the tavern, via the trope, has become a third place. It’s not home (though it often becomes that). It’s not work (though it often becomes that). It’s the place between. And these places between are frequently where subcultures within a society connect.

    Various cultures have had different third places. For modern America it is now the coffeeshop and used to be bowling alleys. In the Ottoman Empire in the classical age had its cafes, where philosophy, music and political debate occurred.

    In New England during the American Revolution public houses were the gathering point, for many at that time the first place was a co-located home with work and the second were churches.

    The Greeks gathered on the steps of temples. Finns and Russians gather in bathhouses.

    Sporting venues have been third places, before they became economically stratified. Travelling carnivals and festivals can be a third place.

    No matter the type of third place, it tells you a bit about the culture.

    Using third places as a character backstory tool

    When creating a PC think about the place where you mingled with peoples unlike you. Where did your dwarf first meet an elf? Where did your farmer first meet a noble? Where did your follower of Lathander meet an unbeliever?

    This decision will help tell you about your own history.

    It will connect them to a place and associated behaviors that aren’t mechanics, but are fuel for the social pillar. Their own stories about a trip to watch a great debate between philosophers, a visit to the library, or the type of ale they enjoyed at the pub are stories that add more depth to the shared story that is D&D.

    Adventurers have the place where they sleep (a cave, a cove, an inn), the place where they work (dungeons), and the places where they spend time meeting strangers with odd quests. Once they start their adventure they have the third place that was cross-cultural communication when they were growing up and now the place between — and that’s up to the whole party of different peoples.

    Using third places as a world building tool

    Dungeon Masters generally are more active in creating the world. There are a few ways they can use third places in that world.

    • Collect each players’ third places in your notes. Give them the opportunity to revisit them in new lands.
    • Start the campaign at the typical third place for the origin culture of the campaign. “So, you meet on the steps of the temple.”
    • When the group comes to a new land and looks for their comfortable third place (the tavern) demonstrate how that locale is different from their expectation and what the unfamiliar culture would use as their non-stratified place that welcomes outsiders.
    • Use maps of abandoned third places to show how different the older ages were from the one in which you campaign.
    • Have an NPC name-drop their favorite third place. This can show how they are familiar to most of the group, or different. Each NPC can have their own place, they should!
    • Have two third places in the same town share similarities but still be unique beyond their name. Maybe the Rusty Clam is a working pub and the Silver Nail is for the merchant class — and yet the players are welcomed at both.

    These are flavor elements, but flavor is story in D&D. And story is what tables build together, usually because Dungeons and Dragons is now our third place.

  • Counting in the Land of Kon

    Counting in the Land of Kon

    The smogpunk land of goblins in the World of the Everflow was set apart from the Kingdom of Sheljar, Crinth, and other areas for a few millennia. Within this separation the goblins and hobgoblins changed from the standard tropes.

    In the Everflow they answer to the Queen Mother. Everyone is organized around their family’s history of developing teknology for one of the various guilds. Inventiveness and cleverness are more important than fighting and viciousness.

    To emphasize these differences, but still capture traditional goblinoid feelings there should be a some differences in language. This discovery of numerals from the 13th century feels proper for the gobkon of the world.

    It works in a printing press, scribbled on paper or carved into wood.

    Will it ever see the table? Probably not. Or maybe just one or two numbers in a handout for the players to demonstrate the differences between their lands with the languages of Telse (Common) and the rest of the Six Kingdoms.

    If there was a campaign book for the World of the Everflow this could be a tiny sidebar for flavor, not a rule for use.

  • Now is the time to reduce the house rules in your D&D game

    Now is the time to reduce the house rules in your D&D game

    Dungeons and Dragons is more popular than ever. That is undeniable. The game has grown and become a side channel to the mainstream, with its influence everywhere. But it is about to get a lot more popular. Tens of millions are going to watch Dungeons & Dragons: Honor Among Thieves.

    That’s going to attract a lot more neophytes to the game.

    The Honor Among Thieves trailer has vibes of Thor: Ragnarok, Guardian of the Galaxy, and Princess Bride.

    But the D&D movie is not the only thing that will grow fantasy gaming.

    Johnny Stanton, the Cleveland Browns fullback, and his group have been featured in Sports Illustrated. Stanton is also part of San Diego ComicCon’s Everybody is Playing Dungeons & Dragons! seminar — expect even more coverage of his game in mainstream media.

    From Chris Pine saying every high school should have a D&D club to mainstream local soccer fundraisers like YachtCon playing the game (we’ll do something this year too) the game is spreading faster than ever before. After a season of not-really-D&D Stranger Things dipped back in with the Hellfire Club. Season five, the final will also be D&D themed.

    There’s also D&D adjacent properties like Wheel of Time (season 2 of Origins is out in August and season 3 is already happening) and Rings of Power (season 1 in Fall). Witcher keeps going strong. Vox Machina got a season 2 and probably will get a third. List goes on, and on.

    There’s no better time for fantasy TV and movies — none.

    As experienced players and DM’s it is our responsibility and duty to welcome these new players to the game. One way to do that is through the classic Starter Set, the Stranger Things boxed set, the Essentials Kit, the new Dragons of Stormwreck Isle, Spelljammer Academy, etc, etc.

    But you also have your home games with elaborate and thought-out original plots. These games are the most common way to play D&D, a majority do not play in the official worlds. There’s a danger in welcoming people to the game the first time in an original world. Those campaigns can have a lot of custom rules.

    When the Lorebook Hunters first started in the World of the Everflow there were more than four pages of custom rules, heavily tweaking the game. Now there are just four sentences of rules not taken from the books – all able to integrate with DnDBeyond, excepting the custom subclasses. Players new to the game can create a character in 30-60 minutes rather than hours.

    That helps first-time players pick up the game. There’s plenty of support online for the official rules — blogs, video, podcasts, social media. There’s only your table as a place to learn about custom rules. That can be intimidating. Plus they need to pick up custom lore. Another barrier to play.

    Reducing both of those weights helps a first-time player become a perpetual player and eventual Dungeon Master.

    Tips for types of rules to add

    • Optional rules from the Dungeon Master’s Guide — they’re already official, in a book for others to read.
    • Rules that enable your story — the World of the Everflow has a key question as to why we love pets. It wouldn’t be the same without the bonus feat of Bonded Companion.
    • Changes that empower cinematic flavor — since many people new to the game will come from watching film give them that vibe.
    • Tweaks that don’t require technical knowledge — asking a first time player to learn a VTT rather than just video or theater of the mind can reduce their interest.

    At the same point, if you have a massive world already, don’t retro those rules. Find ways for your table to welcome new people into your complex lore and ruleset. Use session zeroes frequently, both one-on-one and with the group. Tell a new player why you have those rules. House rules that help tell the communal storytelling are always better than house rules that add complexity, at least for the modern gamer coming at D&D as a storytelling game that empowers group tales of action and adventure.

    Most of all, enjoy the new players and their new stories. They’re going to add to your table coming up with ideas and concepts you’ve never seen before. If you are doing it right you’ll have a more diverse group, telling more diverse tales — and you’ll be stronger both in real life and in the game.

  • Gendarmes of Sheljar Campaign: One Sheet

    Gendarmes of Sheljar Campaign: One Sheet

    This campaign is set seven years after the Lorebook Hunters returned magic to the World of the Everflow. It is set in the Free City of Sheljar, and is centered on clearing portions of the bog-city from the return of undead and tunneling nightmares. Combat and exploration will be heavier than social play at the beginnnig. Every character is united in keeping residents of Sheljar safe and mostly unified in the ideals of Free Shejlar (all thinking peoples have value), but may have differing concepts about how to do so.

    The bog-city of Sheljar sits in a lowland below a waterfall. The climate is cool and wet, think the lowlands of the upper Salish, the moors of Scotland with a boggy multi-island brackish lake similar to New Orleans.

    Campaign Premise

    The party is a group of guards that volunteered and is paid to help the Lorebook Hunters keep the people of Sheljar safe from skeletons, zombies, wights and other undead. Tunneling Nightmares may have returned to isles in the bog-city as well. They will start in the old neighborhood of Jherr as recent migrants have noticed a cavern with odd noises and smells.

    Made using Perilous Shores, this is the neighborhood of Jherr, to the north and east of the core of Sheljar. The southeast corner is less brackish than most of the bog-city, almost an internal fresh water space.

    Background

    The Flag of the Free City of Sheljar features the moon Feylf in crescent, a white triangle entering a field of the sea and Boo, in his skeletal form.

    Once upon a time, the Empire of Sheljar ruled all of the Western Wildes, from the Cliffs of Galinor to Mira to Qin. Then, the Born Generation of magically imbued teens (27 years ago) caused chaos and disruption, upending the old ways. One of the Born Generation, the Necromancer, thought he was doing good, keeping dying peoples and animals with their families, but these horrifying undead monstrosities were often rejected. As he raised more and more, people fled Sheljar, emptying it out, leaving the bog-city nearly abandoned to the Necromancer and his unliving nightmares. A misty stench then started to control the city and more people fled.

    It was not until after the eruption of the volcano, the battle of Cortez and Chorl, and the Lorebook Hunters eventually slaying the Necromancer that Sheljar felt free again. Now, six years later the Free City of Sheljar welcomes all thinking peoples. Those that return to their former homes have their property back. Those without homes are granted plots and space with the promise of aid. Few ships dock at Sheljar, but that number increases every month.

    Sheljar has several dozen gobkon, a few dozen Ken with no known dragons, but most of its 2,000 generally agrarian peoples are various Kin with their animal companions. The Gendarmes and the Lorebook Hunters are the only standing ‘army.’ Most of the residents are frontier peoples ready to defend their cottages but only have clubs and other utensils as weapons.

    A map of the former Empire of Sheljar, now a series of independent city-states and free towns.

    Grand Conflicts

    At the start this is a simple island of the week adventure, where the Gendarmes are responsible for discovering and clearing pockets of undead.

    Factions

    • Lorebook Hunters – this is the leadership of Sheljar.
    • Cult of Nak – these are the remnants of Chrol’s transformations.
    • Fort Ooshar is under control of the Fox and Crow, a gang that sees opportunity to raid the migrants heading to Sheljar
    • A death cult has taken over the lands west of Telse.

    Rumors

    • The Folio of Necromancy may be missing. Saffron had held it prior to rising to part of the leadership council.
    • What is that stench out east? Tunneling Nightmares?
    • The Volcano of the Glass Tower is glowing.

    Facets

    • Exploring the zero-to-hero tropes, friendship with animals, and who gets to control knowledge.
    • Sandbox play.
    • Player agency creates history.
    • Drop in/drop out, whatever. This is an episodic campaign.
    • Sessions are 60-90 minutes. Adventures are 1-3 sessions.

    Variant Rules

    • Playable races are Human, Hin(what they call themselves)/Halfling, Goliath/Firbolg, Elf, Dwarf, Gnome (wood only), Goblin, Hobgoblin, Bugbear.
      • Only the Kon (goblinoids) may be Artificers.
      • Kin start with a Bonded Companion.
      • Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
      • Kon start with Tek.
    • There are a few custom subclasses available (Way of Frayed Knot, Society of Veil and Shadows, Conscript, Propagandist, Circle of Sewers).
    • There are several custom backgrounds and tools available. We will use cultures, not languages.
    • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 1st level because several are new to the game, let’s learn together.
    • The Gendarmes start with a small sailing boat (Crew:4 for rudder, sails, a repeating heavy crossbow, and a fire sling).
    • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.

    Practicum

    Sessions will be on Wednesdays right after work, played over Meet with shared screen used to help set the scene. Theater of the Mind will be the most common form of combat, ideally using cinematic descriptions which will grant Inspiration. There is a campaign on DnDBeyond, used only by the participants rather than open to public.

    Every character is assumed to have Common Knowledge in the Six Kingdoms.

  • Reblogging — TV Series Review: The Legend of Vox Machina (2022)

    Source The first three episodes of The Legend of Vox Machina were just released on Amazon Prime Video. The show is based on the first campaign of “Critical Role”; a Dungeons and Dragons live play podcast and twitch stream. So far three episodes have been released; it is difficult to judge whether or not the […]

    TV Series Review: The Legend of Vox Machina (2022)