Many years ago I was at summer camp; it was a rather unusual summer camp. It was run by the United Presbyterian Church on the Lebanon, New Jersey, campgrounds of the American Baptist Convention, and it was for high school aged students who loved to perform music, giving them the opportunity to work under the baton of one of the best conductors alive—who happened to be Jewish. We learned to sing and play some of the greatest music ever written, by Bach and Handel, Mozart and Mendelssohn. Oh, we did the Bible things, too, and the summer camp things, but ultimately this was music camp, and we did music.
One of those who was primarily responsible for running the camp was a Presbyterian minister generally known as Pastor Tom. I remember him sharing informally one day with a few of us. There are many ways to glorify God, he said. The way we’re doing that here is by producing the best music we are able to produce. I came to realize that he was right, that God was truly glorified by the music we sang, because we all did our best and created something wonderful.
I’ve come to realize over time that this same concept, of doing things as well as we can to glorify God, applies to much more than music. Read more
Alignment in Lands in the Clouds is simplified with an optional rules mechanic of Soul Points and Rage Points. The other distinctions are left to the character in-game as benevolence or malevolence as defined by their actions. Every adventure has opportunities for characters to change their outlook. Aspiring towards benevolent goals in critical moments may reward characters with a type of bonus GRIT. In a setting where the spirit world is close at hand, the condition of a soul is harder to hide and is defined by action, not just outlook.
SOUL POINTS and RAGE POINTS are optional and can be excluded if the rules are cumbersome.
Characters that complete crucial SOUL POINT goals gain 1 soul point. SOUL POINTS can be used in place of GRIT for critical successes in most situations unless the action is knowingly evil in nature. They are also used to power GIFTS. SOUL POINTS are also first consumed in spirit based attacks before any other damage can be dealt, so they act as a type of hitpoint for encounters in the spirit world.
RAGE POINTS are generated any time a character suffers a critical attack or fails at a SOUL POINT opportunity. RP can be spent on critical successes as SOUL POINTS, but not GIFTS. They can also amplify damage, adding 1d6 damage per RAGE POINT to damage of successful attacks. The danger of RAGE POINTS are how they are amplified with STRESS and more vulnerable to manipulation.
Any time a character’s RAGE POINTS exceed their wisdom, they seek to unload the overwhelming emotional duress. Any time there is contention, make a Willpower saving throw based on the number of RAGE POINTS + STRESS. Success, the character keeps it bottled up. Failure results in the character in lashing out at the one with whom they are in contest. A second Willpower save that is successful means that the character can limit their anger to a verbal tirade or general insults. Thereafter their opponent reacts to them as 2 steps lower in reaction. That may result in a fight, which is ultimately what the character seeks. A critical failure on this save means the character has snapped and physically attacks their opponent. If their opponent is a friend, they may channel their anger to an inanimate object if a second will save is successful.
The Lands in the Clouds setting and the GRIT system are provided as a showcase of the work of a CGG member. The Guild takes no official position on the suitability or appropriateness of any game or supplement.
Next Chapter: Spirit
Previous Chapter: STRESS
D20 Open Gaming License
There are ultimately two views of the universe. It is not quite so simple as the Christian view versus everyone else; that which Christians believe about the universe is shared by many other people. But the prevailing view of the age is not the Christian view; and if we are to bring our faith to bear in our games, perhaps we can start by creating worlds in which the Christian view is a bit more clearly true. Read more
Experience Talks, Part I (WT&D Issue 1) discussed the contribution of the GM to a good gaming experience. Part II discusses the role of the players, characters, and campaigns in creating a better gaming experience for everyone.
Good Players are essential to any game, especially any role-playing game. A player’s attitude, willingness to adapt, and attentiveness can make the game more enjoyable for everyone involved. Several characteristics that are common to all good players will be addressed in this article. First and foremost is the player’s attitude, from which all their other qualities derive. Other traits that excellent gamers possess include adaptability, attentiveness, and a desire to help out wherever he or she can.
Attitude is the most important trait Read more