Sunday, August 30, 2020

Character Background


 

Character Background

Each Character begins as a desire and an idea on the part of the player, and the creation of that idea in the “Real” world of the Campaign setting.  A great day, is the day the Player gets to actually meet the Character they are playing.

This process is about giving the player’s Character and by extension, themselves, roots in a fantasy world.  History, family, vocation, contacts, connections and justifies their experience and skills and gives them  a real connection to the world their character is living in.

At Character Generation Day, your stats are rolled, you write down some NWP’s and WP’s you are interested in, and develop a loose idea of who you want to be, what you want to play.  You do not pick equipment, or flesh out details as the Character Generation day is about finding something you want to be, and getting the rolls you can build around that.

Most of the session is about talking about the way you feel about the character, things you envision or want to do.  There are also Bargains to be made.  Lets say your highest roll is 17 and you really wanted a human fighter with 18 strength, you can bargain with the DM for those stats with “Dooms”.  A doom is a favor from fate, you get a plus one to strength from the DM and a chance to re roll your percentile strength and the DM gets to place a Doom upon you that you will receive some details about in your back ground.

Once Character Generation day is over, the DM begins the backgrounds, and provides them to the players when they are completed.  It is then the work of the Players to complete Weapon Proficiency purchases, NWP purchases and equipment purchases as well as it is their responsibility to make the background decisions laid in front of them by the DM.  This must be communicated to the DM.

Once all Players have completed this for the most part, they will meet with the DM to role play their path to the rest of the party.  This is one on one gameplay to get the character with their private history, to a place where they are realistically and legitimately with the other players in the campaign.  When these individual sessions are complete, the first day of the Adventure as a group can begin, at it is considered the first day of the campaign.

Since this is a campaign and since I cannot divide myself into three or five different DM’s to run that same amount of solo campaigns, it is imperative that the party “Stay Together”.  Characters breaking off and doing their own thing run the risk of the DM seizing their character and making them an NPC in the Game world, so that the “Campaign” can move forward.

There are also times when a character dies and does not come back.  In those situations, the Player may have the option of taking up an NPC as a player character.  This is a good reason to have a decent amount of NPC’s in the orbit of the Characters. 

It is also possible to Introduce an new character into the campaign but this usually has some constraints so it does not yank too heavily upon the plots of all the characters.

This is an example of a campaign timeline;

Day 1:  Get the players together to hang out, roll requisites and talk about what they want to play.  At the end of day one, all players need to have a 'one sheet' to the DM that has Name, race, age, gender, Preferred Stat Allocation, class, and some preferred NWP’s and WPs.

Day 2:  The DM generates all the Character Backgrounds.

Day 3:  The DM provides the Players with their back grounds.

Day 4:  The Players Complete their Characters, picking and paying for their languages, NWP’s and WP’s as well as buying equipment if possible and making the decisions about their past the DM has put before them, and providing a new Character One Sheet that has the Characters WP’s NWP’s Languages, Stats and the answers to the questions and choices the DM provided in their background.

Day5-9.  The Player and the DM meet for Solo Role playing to get the Player Character from their history to the Game day and their Companions.  It is designed to naturally get a group of different people together with a common goal of each players individual choosing.

Day 10 / Game Day 1:  The players meet each other and each other’s Characters in person at the Game Table and determine which people they interacted with are now NPC's and which are Player Characters, and the Campaign begins.  It is not uncommon to have another Players Character in their own Characters background.

 

 

This is an example of a character Background.  (NWP's and WP's in brackets are Free if taken).

You were born in the village of Farwell some two days west of Branding, a large Human town in the frontier of the Vasting.  Farwell is still inside the Kingdom of King John.  (Common/Southern Dialect 1/1).

Your father was a retired Soldier, his name was John the Lesser.  Your mother was a farmer, her name was Erin Riverwife.  Your brother Elba, is soldier in the army of King John, but you do not know where he is stationed or what group he is with.  (Barter 1).

Your mother’s brother, Einor, never was a follower.  He hunted and fought in the taverns most his life.  You and Einor were great friends.   (Hunting 1, Brawling 1).

Einor, your Uncle, taught you all of your weapon skills (Short Sword/Short Bow/Dagger)and most of your wildland skills, to sense the directions (direction Sense)and the general navigation (Land Navigation) across land and through forest.  He taught you to build fire (Fire Building) from nothing, to ride horses (Riding LB), to push yourself physically (Endurance), and how to find food and fresh water (Survival/Forest) in the wilderness, how to hunt and rock climb(Climbing), and how to fight with a blindfold on (Blindfighting).  He had loved an elf in his youth and the two of you spoke elven constantly, which he called the language of the wild(l.High Elven). 

You learned to cook from your mother, who could not read but loved you greatly (Cooking).

It was your father who taught you etiquette (Ettiuqette, R&W Common/Keshite, R&W Keshite, R&W Kordic) and to read and write the Keshite Tongue, the symbols of the Kords and how to speak their language.  You returned from a week with Einor to find your father and mother probably killed and carried off, and your home burned to the ground and Kords on the hunt.  A week later, you and your uncle found the band responsible and tortured and killed them, but they had already eaten your parents.  (Racial Antipathy – Kords).

You freed a small boy that your uncle nicknamed Dirt who is most likely mute from trauma.

The two of you had the stupid idea to hunt Kords in the plains and were beaten and captured almost immediately.  You watched them torture and kill your uncle over the week that they fed on him and carried you both as provisions for their war party.  You eventually convinced them not to eat you and were used as a manual slave in their camps over the 8 months you were a captive you were trusted more and more about the war party.

You watched many be killed and captured by them, some, people you had known.

You were tortured many ways, one of which was burning your feet.  You cannot feel the bottoms of your feet very well (Strong Feet).

The war band that owned you branded you on your back with the mark of the GodKing.  It means you are their property.  (Brand-Kord Slave-back).

The War band was wiped by a group of mounted soldiers of the Vistilry of Ingveroon, servants of Varmeylius.

They kept you in captivity though did not treat you harshly and eventually handed you off to a garrison of soldiers who took you back to Kias.

This was all weeks before the siege of the City.

In Kias you tried to make a place for yourself but city life is difficult, and while you can avoid trouble you just don’t fit in.

You have done some fighting in the pits, and occasionally get manual labor work at the docks.  (Pit Fighting, Laborer).

One day a man approached you and asked you to escort him and his nephew to the north on a boat.  He paid for your passage, and paid you for 6 months of service all in advance, and provided you with gear and weapons, all of which he had.  (up to 130gp for equipment purchases).

With your luck running out in the city, your debts increasing, and the walls of the city seemingly growing taller and closer and the siege dragging on and on, you felt going north might be the last best place for you to live life the way you loved, open and free.  This is best your life has been since running wild with your uncle.

IMMINENT:

·         You must decide if you will pay off your debts before leaving the city (-185gp).

·         You can claim one of the following things to have saved through all this chaos;

o   Your fathers Ring.

o   Your Uncles Two handed Sword – “Shaterack”.

o   Your Light War Horse, Calumel.

·         You must roll a fear check against Kords. 

·         You must choose between the following;

o   You have 500xp to start with and must save versus paralization around fires or lose a round to terror, until you conquer the fear (10 Points fear/fire).

o   1000xp to start with but un-healable injuries give you a -1 to AC permanently.

o   2000xp to start that you have earned through fighting and have 300gp to spend on Equipment, no debts, but your Intelligence is lower by 3 points.

o   You can choose to have kept “Dirt” as a boy companion.  He is 10 years old (Henchmen).  If you do, you will also gain an Unknown Nemeses from fighting in the Pits.

EQUIPMENT:

o   (190gp, 16sp, and 8cp) or (6sp).

o   Credit of 100gp towards equipment purchases.

OPTIONAL NWP PURCHASE PRIOR TO GAME:

o   Drinking

o   Animal Lore

o   Swimming

o   WP - Spear

o   Intimidation

o   Pain Management

 

This Player’s Solo Role playing began with his decision not to pay off his debts, no Henchmen, and chose more XP and the loss of intelligence points.  He did not take any of the optional additional NWP’s, and chose to retain his Light War Horse “Calumel”.

During his solo roleplaying he met the captain at the docks, got settled into his hammock on the boat, met a few other travelers, got pulled into a murder investigation after two weeks at sea, and woke to the ship on fire off the coast some days out from the harbor at Brighton, fought a Sahuagin, and was knocked unconscious by the falling mast, woke on the shore with the other survivors of the wreck (The Party), all of which he remembered from his time on the boat.

The next thing that happened was Game day 1, with the rest of the players on the beach, and each Player was given 1 Sure Hit Token, 1 Ex Machina Token, 1 Perl of Wisdom, and 1 Epic Save Token, and players find out that Beyord the Fighter, and Marina the elven thief are NPC's, and the game begins.

 

 

 

 

 

 

 

 

Saturday, August 29, 2020

The Player Character Binder

 


The Player Character Binder

The Player Character that is built from ADD&D 2nd Edition Tools that have been Augmented and customized with a greater level of detail and control in mind for the Player, requires much more than just a double sided sheet of paper.  This post is meant to help walk a new player through helpful organization for their Character.

The Binder should have the following sections in whatever order makes sense to the Player.

·         Character Artwork/Inspiration.  This can be Hole Punched Clear Sleeves and color printouts, some of which will be provided by the DM.  It can be the inside pocket of the Cover, or you can just hole punch things you have printed that give you the emotion and connection to your character that is vital for unforgettable roleplaying.

·         Character Background.  This is the story of your life that you lived prior to the “First Day” that the Player and the Character are united in game.  It will be typed by the DM and will contain info you may want or need to refer back to, although most of the info in the back ground will find its way into the other pertinent areas of your Character Binder.

·         Non Weapon Proficiencies.   This section will have everything you need to know about your character’s skills, what rank they are, your checks, a description of the skill, which evolves through the life of your character, as well as notes on who taught you the skill etc.  Each NWP should have a dedicated third of a page, with the top line being reserved for the technical details of the skill.  The Northern Province Game System accommodates a healthy amount of NWP’s, with characters of 9th level often having twenty plus proficiencies that have been learned to varying degrees of mastery.

·         Combat.  This section of the Binder should have all the physical attack methods detailed for your character.  This is separate from the actual physical weapons you may or may not have on your person, as that is covered elsewhere.  If you have a talent with Daggers, the Combat Statistics will be detailed here, regardless of whether or not you character has one on them.  No more than 5 weapons per page are advised as talents grow specifically in this game, for instance, after a night fight in a bar where you pulled a dagger out and survived, you now receive a +1 to hit and damage when Fighting in the dark with a dagger in close quarters.  You will need a place to track that, and it will be under your dagger section.

·         Magic Items.  This is where you will keep a record of the items of a magical nature that you have acquired.  What you find out about them and what they do will go here.  No more than 4 magic items per page is advised.

·         Equipment.  This will be where you have details on your equipment, for instance, when you ride your horse, what is stowed on your Pony, your horse or your person, and what you left at the Inn back in town, etc.  This is where the specifics of your articles are maintained for World Mechanics.  Your pages could be titled as follows; On Person in Dungeon.  On Horse when Traveling.  When camping.  Kept in locker at Freeblades Guild.  Loaned to the Dwarf.  The DM may at any time ask for you character Equipment sheets, and use it to determine what a thief steels, or what get eaten by the dragon or what falls off the cliff, so maintain the Equipment section of your binder throughout the Game.  This section has the opportunity to grow as you gain hideouts, strongholds or powerful friends who will safeguard some of the magic items you do not want to carry around with you.  You may also have investments, and those can be recorded here.

·         Languages.  This is an important section, as by the time you are 9th level, you may speak 10 languages, and be able to communicate in three different forms of somatic languages, you also may know how to read and write some of those and to varying degrees.

·         Saves and Checks.  Throughout the game, saving throws are made and ability checks are rolled.  A great amount of detail is built upon these things.  For instance, you will need to keep track of markers on your Riding Land Based so you can get over the bad fall you took on a horse and be able to ride without penalty again.  You will need to write down the requirements for the different checks you need to make like, Horror Checks, Perception Checks, You need your Intuition stat, and a list of others and it is good to have these items well in hand, and to update them on the regular as things change and the campaign progresses and you gain penalties and bonuses to these rolls.

·         Henchmen and Hirelings.  While the Monster Librarian may have the master list of NPC’s in the gameworld, you are required to have a significant amount of detail around your Henchmen and Hireling NPC’s although the DM controls them.  Here is where you will list your caravans or mines you own or have interests in.

·         Titles, Offices, Permissions, Pacts, Oaths and Agreements.   This section will contain details around things granted to you in the game world, for instance the Lord of Anvil Gap has granted you permission to hunt in his woods.  The Coldwater Guard in Brighten will let you stay in their lodge for free when you’re in Brighton, but you have to pay for stabling your animals and you have to ride out with the guard if asked.  You also have the title of Warden given to you by the Sage Lerian.  This affords you privileges in the Kingdom and with the sages guild and you have those details recorded there.  This is also where you will detail your Membership to the Freeblades Guild and what you are able to do, what you have access to, etc.

·         Home.  For most characters this starts as your bunk on a ship, or your camp when its set up, or the room you have paid for at the Inn.  Details there should be listed as Typical, what and where things Typically are.  Do you have a chest, is it lockable? what’s in it, etc.  This will evolve into details about your Home, your Lodge in the Hinterlands, the bandit hideout you have taken over, the ruined castle your renovating, etc

·           Questions.  This should just be a few pages to write questions down.  Just Questions the PC has.

·           Persons of Interest.  This should be the PC’s personal record of people in certain places that the Character has an interest in keeping a record of, like a blacksmith at a backwater village and notes on disposition or prices.

·           Notes.  This is just where the Player can jot their thoughts or concerns or goals, to keep them all in one place.  Each game should start a new date.

·           Calendar.  It is possible that three charaters will have three different Calendars.  A Dwarven PC if they were raised formally, follows the Dimeronagon, a Numeric Long count that utilizes Star locations and ignores the sun and moon cycles completely.  The Dwarven calendar is not linear, and days are not as important to them as years and lineage.  Elves of the Great Houses and Humans have very similar calendars, both utilizing, Sun, and the year, whereas elves incorporate the moon and the idea of Astrological Houses of Long Time, and it incorporates Ages, where the Human calendar begins when John landed at Kias 3,084 years ago, and they mark early fall as the First Day.  Kords have a Lunar Calendar, and while they count seasons, they do not count years, and value little in the past.       

Pages and sections will be added through gameplay and you will find yourself evolving these layouts and rewriting or correcting them often throughout the game and the life of your character.