Tag: roleplaying

Roll for Teaching 1: Hi class. Nice to meet you all!

Hi class! Nice to meet you all. I’m teacher Nikolaj, and today we’re talking about games!

But first, an introduction. I’m Nikolaj Bourguignon, a graphic designer turned child caretaker turned teacher. I teach Protestant religion in what I think in the United States would be Primary School—kids aged 6-12. I can do this because in Belgium (where I live and work) freedom of religion is written into our constitution in such a way that people can choose in what worldview they receive thought when they enroll in public schools. As far as I know we’re unique in this.

I also happen to like tabletop games of various kinds, from board and card games to roleplaying games. As a consequence I sometimes try to use or make some of those in order to teach. As such I have a lot of opinions, observations and ideas I can share about the restrictions and different perspectives needed to run games for kids, play games with them or even make them yourself.

This is a lot. Yes, I have a lot of opinions. I’m that kind of a person. I mean, I’m a teacher. It kind of comes with the job. This is why I’m thinking of making this into a series if it proves to be useful to people. This first article serves as a bit of an introduction, but I’m pretty sure you don’t just want to learn about me, so I’ll end this one with a list of games that I’ve found are suitable or inspirational for playing with kids, and possibly for teaching them if wanted. Playing for fun is also a good reason after all.

Read more

Designing Single-Session Adventures part 1

Unfortunately, I’ve never been to a gaming convention, but for years I have been intrigued by the early tournament adventures of the late 1970s and early 1980s.

At Origins II in 1976, several DMs ran Gary Gygax’s new science-fiction/fantasy crossover, later called S3: Expedition to the Barrier Peaks. This stand-alone adventure was a simple one-round affair, in which various gaming groups competed. A uniform scoring system allowed DMs to give each group a score (and perhaps each player—I’m not sure).

Later, Gygax expanded the scope of his idea to a series of linked adventures. At Origins IV in 1978, over the course of two days, DMs ran dozens of groups through Gygax’s new, three-part adventure, later titled G1-3: Against the Giants. The groups that did best with the first adventure in the first round got to play the subsequent adventures in the second and third rounds, either later that day or on the following day. The sequel, D1: Descent into the Depths of the Earth, was not used in a tournament, but at GenCon XI that same year, DMs ran two follow-up adventures in the series, namely D2: Shrine of the Koa-Toa and D3: Vault of the Drow. Two years later, at GenCon XIII in 1980, DMs ran players through the entirety of Gygax’s new Slaver series, including A1: Slave Pits of the Undercity, A2: Secret of the Slavers’ Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords. Sometime after each convention, Gygax published the adventures. Generations of gamers have rated several of these series as their favorites of all time.

An experienced DM that tries their hand at writing a single-session adventure, whether for their personal gaming group or for strangers at a convention—whether as a scored tournament or not—will quickly find that it requires a very specific design. You simply cannot plan it in the same way that you would a long-term campaign or even a stand-alone adventure that will take many gaming sessions. What are the required differences? What tips can we use to produce successful single-session adventures? Let’s take a look. Read more

RPG-ology #28: Character Death

This is RPG-ology #28:  Character Death, for March 2020.


A couple times recently I have seen social media posts calling for role playing gamers to express their opinions about character death.  The promoter indicated that he was planning to write an article on the subject, and eventually I had the opportunity to read it–but honestly when I read over his survey I found no response even close to what I think and feel on the subject.  So I thought I would broach it here, and see if I can help other gamers with it.  Diana Jones Award winner Ron Edwards once wrote that my game, Multiverser, had some of the best answers to the problem of player character death, and I’ll get to that, but lets not start there.

I believe it was the first time I had ever run a role playing game, and I had never previously played one nor seen one played.  It was what I’ve come to call Basic Dungeons & Dragons 1st Edition, or BD&D1, often identified as the Holmes version or Blue Box set.  My three players, all also novices at role playing games, took four characters into the dungeon, encountered four goblins, killed them all, but lost their party leader, a first level human thief.  There was some expression of disappointment and some statement that they buried him, and then the player created another thief whom we identified as the son of the original, plus a fighter, and they hired another fighter and continued their adventures as a party of six.

I have written a couple times about how game characters don’t seem to mourn for their fallen comrades, most recently in Faith in Play #16:  Mourning.  This, I think, was the closest I have ever seen to characters holding a funeral.  I have mentioned the time one of my Gamma World characters was killed and I played the other from the couch across the room, but although the player in that game mourned the loss of the character, the other characters did not, not even the other character I played.  I also remember another Gamma World game in which I had started with an upbeat optimistic raccoon-based character and a depressed pessimistic lizard-type.  In the third game session the raccoon was killed, leaving me only the pessimist; by the end of the fourth session, the referee canceled the game and had us create new characters.

The point is that character death can be very disruptive to the game.  After that first session I started running games with kid gloves, doing my best to keep the player characters alive without letting them feel invincible.  One of my Multiverser referees once said that the game let him remove the gloves, because the way it handles player character death means it is no longer a thing to be feared.

That, though, is the other side of the coin.  For there to be tension in play, the players have to fear something, and therefore they have to have something at stake.  A great illusionist referee of my acquaintance was able always to keep every player character alive no matter what happened, while at the same time making us all feel as if death were one wrong step away.  It has been suggested that one of the functions of non-player party members is to provide a member of the party the referee can kill so that the players all feel as if it might have been their character.  I know a referee who never tracks damage done to the monsters but rather remaining hit points of the party members, so that the monsters will die or flee when the player characters are in dire straits and see the end looming.  Yet if player characters never die, players get suspicious, and once they see through the trick the fear is gone and the game is not so exciting.  Player character death must be possible, and sometimes it happens whether the referee wants it or not.

I have come to recognize two factors that are essential to making character death work in a role playing game.

The first is that the death has to have meaning within the game world.  Even a total party kill can be a fun and memorable game if they were facing the ultimate villain of the game, and the more so if they brought him down with their last breath.  The character who dives on a grenade to save the party leaves behind a player who is satisfied that he saved the lives of his companions, that he was the hero they will remember.  If the character gives his life to save the girl, or get the maguffin, or destroy the One Ring, it gives his death meaning in a way that it doesn’t get from taking one too many hit points from an orc ambush.  Try to make the death count, even if (illusionist technique) you have to backwrite a reason why this particular orc ambush was important.

The second factor is that the player whose character has died has to be able to continue being part of the game, if the game doesn’t end there.

One way to do this is to have players run more than one character.  I generally have my D&D players start with one character each, but once they have a solid sense of who that character is I permit them to start a second character of a different type.  This not only gives them more to do in play, it strengthens the party as they go against tougher opponents, and it means that if one of a player’s characters dies he’s still got the other to continue play.

Some referees don’t like that, but instead have players roll more than one character at the start of the game, and then choose one to begin.  Then if that character is killed the referee finds an excuse for another of the player’s characters to join the party.  In games expected to have a low death rate referees will sometimes have the player create the new character when the original one dies, while the other players continue the game.

Another option converts the player into a sort of referee’s helper.  Typically this means that the referee gives control of significant non-player characters, possibly party members or allies, possibly villains, to the player.

I promised to give you Multiverser‘s answer to the problem.  When a player character dies in that game, he immediately returns to life in another universe.  Because of this, as Ron Edwards said, death advances the plot.  It is always best if the character’s death is part of a critical scene, and that often happens, but the essential aspect is that the story continues–which addresses the second part of the problem, because the player is still playing, the character who died is still alive, and we have now moved to a new scene, a new plot, a new chapter in the story.

So my attitude toward player character death now is that it’s a good thing when it has meaning in the game and moves the player into new adventures, new play opportunities.  Find a way to do that in your games.


Previous article:  Cures for Dropping Dice.
Next article:  Political Correction.

Sewers and Such

Someone once wrote that good Game Masters seem to know a little bit about everything. If it’s not obvious, this is because they need to know how the world works so they can make their own game settings seem real. I know this first-hand from years of running fantasy campaigns. At one point or another, I found myself digging into the details of agriculture, mining, free diving, sailing, carpentry, sheep breeding, the wool trade, and a dozen other subjects that I never imagined I would research. Of course, this is not limited to fantasy role-playing. When running Gamma World or some other apocalyptic game, a good GM probably needs to know a little about modern firearms, lasers, nuclear radiation, mutation, the ecology of a wasteland, etc. Running Traveller or another sci-fi game, the GM should probably know something about the vacuum of space, space travel, planets, stars, asteroids, comets, gravity, etc. You get the idea.

Not long ago, M.J. Young of the Christian Gamers Guild penned a few short articles on very generic topics, like waterways, country roads, and cities. Though at face value they seem too generic to be helpful, the articles can be surprisingly useful to GMs. Great GMs might know a little about everything, but they don’t start off like that. Everyone needs to pick up basics from someplace, and MJ’s articles were great for anyone not already knowledgeable about those topics. Even veterans can glean some points that they had never considered.

In this brief article, I‘ll touch on another topic that seems like it could be useful to many GMs—sewers. I cannot count the times that I’ve seen modules or homemade adventures with wererats skulking through labyrinthine sewers. Strangely, though I’ve been playing for over thirty-five years, I never played in or ran such an adventure. I recently decided to add a sewer setting to an ongoing campaign, but I realized that I had to find out something about sewers first. As with most things, one topic connects to many others. In this case, I found it tough to examine sewer systems without simultaneously looking at water supplies and plumbing. Read more

Christ and the Dice #2: My Current Game (a brief overview)

I have played in and run many games, and many types of games, over the years. From high fantasy to low, from games of nobles intriguing to pirates at sea, I have been on a star-ship crew and run with a coterie of vampires, vast epics and simple one shots, and everything in between. And drawing from all of those gaming experiences I feel that I can safely say that my favorite type of game is an Epic Good Guy game in a fantasy setting.

While I have had a lot of fun with most games I have played in and run, nothing seems to beat running an epic story with a diverse party of good guys—which is why I am enjoying my group’s current game so much. I am running a largely high fantasy game, set in our home brewed world, using D&D 3.x (plus our house rules).

The world we are playing in is one that several of my friends and I started working on more than two decades ago. It is a collaborative effort that several of us have continued to this day. (We still haven’t named it, we just call it the Composite World.)

The game so far has taken place on a continent named Oirth, in and around the Empire of Torell. The party has four members, three of whom are from Torell; the fourth is from far away. They are all some flavor of Good for their alignments and spend more time, in character, worrying about doing good than they worry about getting loot.

The nominal leader of the party is Van, a half-elf paladin/priest following the god of knowledge. This character is interesting to me for a number of reasons, not the least of which is both of his parents were half-elves. His father was born full human, but he drank from a magic pool that turned him into a half-elf. Also both his father and his mother were PCs in a previous campaign, and his father’s parents were PCs in a game before that!

Van’s “wife” is Xu, a warrior monk from a powerful and rich nation state known as Cho, which is far away from our empire. The word wife is in quotes because in the back story they developed, it was decided that Van and Xu traveled together in a great caravan and at one point came upon a village where, unknowingly, they met the requirements to be husband and wife by the village’s customs. So they had to agree that they were married (that is all that it took there, no ceremony needed). And since then, Van, being a religious and honest type has presented them as married, while Xu keeps denying it, providing some amusing comic relief.

Shrike is a human wizard/rogue, and was a friend of Van’s from their youth. Though he largely grew up on the streets, he hasn’t let that turn him from the path of good. It could be because his master, the wizard who taught him how to control his magic, was gentle but adamant about doing the right thing. And while he is definitely a good guy, he seems to be the most interested in worldly riches. And spell books, always spell books.

Our final party member is Raif the halfling bard/druid. He was raised in small village in Bain’s Hope Forest, a large forest in Torell, and he grew up interacting with the fey, elves, and the immortal human Bain, whom the forest is named for. This has made for a character who is largely innocent, devoutly good and, until he began adventuring with our party, very naive about “civilization”. He may have a touch of fey blood in his lineage, or maybe it’s a bit of dragon blood, but there is something a little otherworldly about him. And he travels with a big celestial dog named Loup. I should mention that Loup is a Very Good Dog, just ask Raif, or wait a few minutes and he will tell you.

The characters who already knew each other met Raif in the backstory we developed for the game. This happened when Raif ran into them while they were trying to deal with an evil sorcerer who was despoiling the forest Raif called home. After a spring, a summer and a fall of adventuring together to defeat this vile evil, they wintered in a village on the edge of the forest, which is where and when the game proper began.

The story started out simple enough, with a lieutenant of the empress’s own guard asking them to investigate a missing agent in a relatively nearby but hostile kingdom, Kand. They traveled to the nearest port city, Serrael, and took a sail to the capital of Kand, where they encountered the blatant bigotry of a very xenophobic nation. It quickly became apparent that they didn’t like this nation. While there they fought some giant spiders in a nearby forest, and in town they defeated a couple of evil fighters, one of which was being influenced by an evil intelligent sword.

The party was able to establish an underground branch of the empire’s church through some few faithful who lived there. They were attacked by the secret police, though they were not identified. Through some subterfuge and careful planning, they were able to rescue the agent, and his wife, and smuggle them out of the kingdom and back to home.

During their adventures in Kand, they recovered a very old set of full plate from their home empire, and decided that they should try to return it to the family, if any remained. They also formed a profitable mushroom import business (it was a cover that paid off handsomely). Also in Kand they began to get the first clues that the Servants of Sutek (an evil god) were active again.

On their way home they took care to drop the evil sword in the deep ocean. And upon their return from Kand they spent a week resting at a very nice upscale inn, on the empire’s coin. They took this down time to learn some spells, identify some magic items and to spend some gold.

As their rest week came to an end our intrepid adventures were approached by a high ranking member of the church, and asked to travel far to the north, across the sea to the land of Hest. They knew that Hest was a region that had supplied raiders and conquerors who had harried and fought the empire for centuries so they were cautious. But the bishop revealed that he had learned about a cache of books from many centuries ago that were reported to be extant somewhere in the vast lands of Hest and he wanted the characters to find and recover them if possible.

Of course the paladin Van, being clergy of the church, and a paladin, agreed immediately, and the rest of the party quickly joined in, perhaps due to the promise of glory and a respectable reward.

On their way to Hest they were able to find the family that the full plate armor belonged to and returned it to much fanfare and gratitude, and they also defeated a band of river pirates. It turns out that they really don’t like pirates.

They are currently in Hest, far from home and trying to deal with peoples who do not like them and whose languages they only barely understand. In the course of this quest, they have continued to encounter the priests and followers of Sutek, adding to the growing evidence that something dark is afoot. They have also helped marry a couple of young loves who were running away from their warlike families (the druid performed the ceremony). They have fought trolls, various outsiders, undead, and more. And they have had an interesting conversation with a fairy lord.

Our last game left them at the city of Hvammr, a city founded a little over a century ago, by a warlord sorcerer, who, according to legend, disappeared a decade or two after founding the city. The city was abandoned around the time the sorcerer disappeared but is a magnet for treasure hunters.

Since entering the city they have fought more Servants of Sutek and a party of treasure hunters who were not the friendliest. And they have met a young child-like being who they believe to be the spirit of the city.

And then half of my gaming group had to go to Origins Game Fair, so I didn’t get to game this past weekend. But we should be picking up the story this weekend and I am hoping to drop some more clues about what the Servants of Sutek are up to, if we get far enough.

Battle Among the Hill Ruins

This tale follows from the events of Tracks on a Moonless Night.


Image by Iwona Olczyk from Pixabay

Background

Sir Garrett of House Winchester and his retinue have been in the region around Blackwater Lake for months now, searching for Sir Garrett’s lost ancestral estate, named Falconridge, which once lay somewhere near the shores of the lake. After several adventures and misadventures, the Winchester party is now split into several groups.  Several members of the retinue are down south in the bustling city of Yarrvik, while others remain at Blackwater Keep or the nearby village of Lakesend. One remained near the ruined Temple of Pholtus, which the party recently explored. The rest of the Winchesters and their new unlikely allies, about two-dozen pilgrims of Pholtus, were to advance on the abandoned temple in force.  The Winchesters were to serve as an advanced guard that would lie in wait, hoping to flank the evil forces that would certainly attack the pilgrims of Pholtus, who formed the main body.  However, this plan derailed when dozens of strange, robed men ambushed the Winchesters in their forest camp at night, dragging off Master Gimlet and an allied man-at-arms named Brother Marcel.

After the battle, the Winchesters regrouped. Garrett sent three of his companions with all the horses toward the temple, where they hoped to meet up with the pilgrims. Meanwhile, Garrett, Alinachka, Brother Rolf, Ragnar, and Brother Carloman spent an hour plowing through the forest at night, following the enemy’s tracks and searching for their missing comrades. A small band of dark-robed figures ambushed this small group at a steep ravine, killing Brother Carloman and wounding several others. Several cultists slipped away during the fighting. Frustrated, the Winchesters continue the pursuit.

From the DM

I waffled on whether or not to lead the PCs to one of the villains’ lairs, where conversions are typically done. I decided that this would push them too far off course so instead I allowed the party to catch up to the captors and to rescue their companions. If the party is astute, they’ll realize that the fast-moving villains had ample time to escape. Just what did they do to the captives, and why did they allow the captives to be rescued? Next session, the PCs may be in for a surprise. Read more

Tracks on a Moonless Night

It’s been a while since we heard from the Winchesters. We now return you to another thrilling adventure in Northumbria!


Background

Sir Garrett of House Winchester and his retinue have been in the region around Blackwater Lake for months now, searching for Sir Garrett’s lost ancestral estate, named Falconridge, which once lay somewhere near the shores of the lake. After several adventures and misadventures, the Winchester party is now split into several groups. Cousin Modrak, Maggie, and Myles the Minstrel have taken ship southwards to the bustling city of Yarrvik, where they will meet with Myles’ rather wealthy merchant family, perhaps to cement a business relationship between his family and House Winchester. Meanwhile, Brother Lambert remained at the shrine of St. Cuthbert in Blackwater Keep to serve the curate of that shrine, Father Godfrey. In his spare time, he continued to browse through the small library there, looking for any old records on Falconridge. Master Magnus remained in the village, lodging at the Welcome Wench Inn and gathering any rumors that he could find on Falconridge. Yeoman Guilliman remained with him to keep the old man safe. The young elfin warrior-mage, Talvion Cormallen, was in the forest near the ruined Temple of Pholtus, which the party recently explored. Tal was waiting for the Winchesters’ impending return, keeping an eye on the temple complex and noting any enemy movements thereabouts. The Winchesters were confident that his elfin stealth would enable him to avoid detection and capture. The rest of the Winchesters and their new unlikely allies, about two-dozen pilgrims of Pholtus, were to advance on the abandoned temple in force. The Winchesters, after reuniting with Talvion, would serve as the advanced guard that would lie in wait, hoping to flank the evil forces that would certainly attack the pilgrims of Pholtus, who formed the main body.

From the DM

This encounter grew from the fact that I, as DM, was not fully prepared for the group to explore the temple further. Scrambling for time, I thought of a fun way to slow their progress—one that they would not mind. The previous session had been largely housekeeping so I thought to get started this time with combat. I also used the opportunity to introduce the PCs to the evil cult that has been operating behind the scenes. Thus far, they had only run into the goblyn hordes, controlled by the cult. To make the most of an otherwise routine trip, I also threw in a new NPC group that I wanted to introduce. That would allow them to role-play, and it would also eat time. Read more

Treasure Division: A Case Study From Northumbria

This scene takes place between part 2 and part 3 of “Terror in the Tower.”


Background

The session began with the PCs back in the village of Lakesend, in between forays to the ruined temple of Pholtus. At some point, the PCs had an interesting discussion on treasure division, and I, as DM, played the various NPCs in the party. It was an interesting rebirth of an age-old dilemma, namely ‘How should treasure be divided?’ I submit that by letting players grab whatever they want without forcing them to think, you miss some good role-playing opportunities.

Cast of Characters

Most party members are part of one large extended family—the noble Beckett family. A few are retainers.

Granny Beckett: Witch, eccentric matriarch of the family
Jade Cormallen: Half-elf ranger, distant relative to most
Lord Roger Beckett: Ranger, new family head
Acolyte Denston Beckett: Cleric of Pholtus, grumpy and dour
Daniel Beckett: Assassin, passionate and protective
Sir Callum Beckett: Cavalier, burly and jovial
Sir William Beckett: Cavalier, sarcastic and brave
Brother Lewie: Cleric of St. Cuthbert, erratic but insightful
Sven Ragnarsson: Barbarian, bastard of Granny, Bjorn’s twin
Bjorn Ragnarsson: Barbarian, bastard of Granny, Sven’s twin
Brother Liam: Cleric of St. Cuthbert, comrade of Brother Lewie
Sir Raynard: Cavalier, handsome and witty
Raymond: NPC (Fighter 1), stoic and responsible
Owen: NPC (Ranger 1), introverted and self-sufficient
Kieran: NPC (Magic User 1), gentle and intelligent
Sergeant Blaine: NPC Fighter, porter to the Beckett family
Dagis: NPC (Fighter 0), new squire to Sir Callum

Narrative

Day 25, Eighth Moon

That evening after supper, the family casually discussed treasure division. Here are some bits of the conversation:

KIERAN BECKETT: “We are a family, and we have always worked as a team. Some of us perform very basic and very boring duties so that others are free to perform tasks for Lord Balin or to further the family’s interests. Owen has led a few of our kin on hunting expeditions almost every single day. Elwood and I have been gathering food, fishing, and caring for the shepherd’s sheep every single day—part of our agreement with Lord Balin. Since we share duties—exciting or otherwise—perhaps we should share spoils to some degree. Personally, I am less concerned with spending money than I am with restoring our family’s wealth by discovering the secret to those Cimbrian blades that we captured. Perhaps, each time we come into some wealth, we can put a very small percentage aside for those efforts? There is so much that I need to purchase or to acquire for proper research.”

SERGEANT BLAINE FORESTER (from his sick bed): “The Becketts will always have my loyalty and my halberd. I need no fancy trinkets, but some coin to buy a beer each day would be welcome. That is all. I used to serve for pay when you had your estate. Of course, when we were displaced, I did not expect you to pay me a wage. Now that we are coming into some coin though, perhaps a few coins each month would be possible. It is a small matter at the end of the day though.”

OWEN BECKETT: “Granny has kept us all on our feet more times than we can count. All those herbs and strange concoctions must cost something. Something tells me that we shall need her services many times in the future. It might be wise to take a small percentage of whatever we gain and put it towards restocking her stash of elixirs and such. Elwood and I could probably find all of her herbs for free, but feeding the family every day has consumed all of our time and energy. I am exhausted, by the way.”

RAYMOND BECKETT: “Along similar lines, it would not hurt to make small regular donations to both the Temple of St. Cuthbert, here in the village, and the shrine in the Keep. Sooner or later, we may need more than Granny’s healing, and the clerics will have to ask themselves why they should help us. Sure, Brother Lewie has connections with the curate and Brother Liam has ties to the vicar, but do not forget that we are newcomers here. They barely know us, and they are preparing for a major siege. Healing us with anything beyond minor salves and poultices may not be very high on their priority list.”

ACOLYTE DENSTON BECKETT: “From experience, I do not expect you heathens to worship the one true God (Pholtus), but it is only fitting that you allot me the same amount of coin that you dedicate to your temple or shrine. I must have something to donate on our behalf.”

DAGIS: “I require no coins. Sir Callum… and you all… have provided me with meals; a warm, dry place to sleep; and protection; as well as some armor and a weapon. I need little else.”

SIR RAYNARD BECKETT (throwing a handful of walnuts at Dagis): “That’s because you are a squire! We are supposed to provide for you, and you are supposed to be poor until you make something of yourself some day… maybe… if you live. The rest of us are not squires. I’m not greedy, but I like gold as much as the next man. I shall happily accompany or lead the next expedition. I need a break from hunting anyway. As a sport, it is good fun. As an occupation, it is drudgery.”

KENRICK THE KENNELMAN: “I have felt rather useless as a kennelman since we lost our pack of hounds back home. On your advice, I found employment with Lord Balin, assisting his kennelman and caring for his hounds. I need little else, but I agree with Blaine that a few silver moons to buy a drink would be nice. As much as my employer treats me well, I am still your man as long as you would have me. Say the word and I shall return to your active service.”

FINN THE FARRIER: “I too am working each day for Lord Balin, on your orders. Though I sought employment with the armorer, seeking to learn some of his trade, they had need of my skills with horses so I work each day in the baronial stables. There is no pay, but I have shelter, food, and drink. They even offered me permanent employment, but I told them that I remain in the service of the Becketts. A wage of some sort would be nice though. I leave the details to you.”

MARIN THE PILOT: “I will take whatever you give me. I am grateful that you tried to save my pa. For that, you have my service. As long as I have food, drink, a place to sleep, and some protection, I am yours. I never had no armor or more than a staff or sling, but I get by just fine. I can ferry your anywhere on the lake, run errands, and find out many things from the locals. I am a decent cook too.”

ELWOOD BECKETT: “I have been talking with some of the locals, and I heard of a few people that live together in the forest, sharing all of their food, clothing, and equipment. Each person contributes what he can, depending on his skills, and takes whatever he really needs. When they get donations or gifts from new members, they divide it equally among them all. When they need coin for something, they all decide what to do.”

RAYNARD BECKETT (throwing walnuts at Elwood this time): “Like that would ever work. Be quiet.”

KIERAN BECKETT: “My good cousin is correct in that we cannot go leaderless. The idea of equality is silly, but we might learn something useful from even these strange forest denizens.”

RAYNARD BECKETT (picking up more walnuts): “Forest what?”

KIERAN BECKETT (his hands raised to shield his face): “People that live in the forest, cousin. We could learn even from them. We might take a small percentage of each windfall and divide that equally so that all have at least a few coppers to spend in the village. In this village, we may need to make it a few silvers, as everything is so overpriced. With a small percentage going to spending money and a small percentage going to research, Lord Roger could divide the rest as he sees fit, paying for training, buying supplies, or awarding more coin to those that deserve it most. ”

Sir Raynard put down his handful of walnuts, but discussion continued for some time…

GRANNY: “While we have just come into considerable coin it has been spent on debt and training. We are barely out of the red. Though once the family is once again profiting, the whole family will profit as well as those who have served us and become as family in our darkest hour. No one’s loyalty will go unrewarded. As for tithing to the churches, the gods are always generous, but their clergy still needs to eat. We will remember them as well once the income we are receiving exceeds the debts we are incurring. The family will prosper again, our reputation will shine once more, we will be restored.”

JADE (playing with her arrows): “As much as I like gold in my pocket, I agree to share the wealth. Our debt is still there, but we have paid off a large portion of it already. Training should be a focus. Plus, I am quite curious to see how the rest of you handle a battlefield.”

BJORN: “I share the coin, but never the glory! The glory and accolades belong to me! Okay, maybe me and Sven. Yeah, the glory all belong to me and Sven! Well… and some of the good weapons and armor. Okay… All the glory belongs to me and Sven and some good weapons and armor! Oh… and some coin for new boat. Okay…  All the glory belongs to me and Sven and some good weapons and armor and some coin for new boat. Oh… and the good booze! Okay…  All the glory belong to me and Sven and some good weapons and armor and some coin for new boat and the booze. Oh… never mind! Bjorn share some of the loot. Let us go smash something interesting!”

SVEN: “And pie! I like pie… And maybe some private time with the bear cub that we saved… once she gets older that is. I’m not some sort of a freak you know! We make strong kids!”

Sir Raynard threw a handful of walnuts at the grinning Varangian.

Compendium of the Land Surrounding Blackwater Lake — Table of Contents

 

An Introduction, and Of the Barony of Blackwater

Of Blackwater Keep, and the Inhabitants Therein

Of Lakesend Village, and its Commerce

The Blackwater, its Denizens, and the Lands Surrounding

Various Peoples of Northumbria, and the Cultures

Of Elves

Of Frangians

Of Zeelanders

Of Varangians

The States and Rulers in the Western Lands


In addition to the materials in the above Gazetteer, here are some further notes and systems useful for adventuring in Northumbria:

Languages of Northumbria

The Moons of Northumbria

Rules for an Exorcism Ritual

 


Dungeon Master Michael Garcia runs two games in Northumbria. These are a few adventures featuring the Winchester family:

Screams in Store

Battle on the Beach

Brigands Rock

 

Here are some tales of the Beckett family:

Ants in the Darkness

Treasure Identification

Terror in the Tower, Part 1

Treasure Division (Still to come!)

Terror in the Tower, Part 2

The Investigation Falters

Terror in the Tower, Part 3

Trial by Combat

The Battle of Heinrich’s Horn


The Editor would like to extend his warmest thanks to Michael for sharing his setting and these play reports. We hope that many more are forthcoming! If you’re enjoying the adventures, please let us know in the comments sections!

Faith in Play #17: Narrativism

This is Faith in Play #17:  Narrativism, for April 2019.


Two months back we started seeking what might be a Christian approach to what is called Creative Agenda, by discussing gamism. Our conclusion was that gamism was not inimical to Christian faith, insofar as it encourages us to be our best and meet the challenges we face.

We did not conclude that it was “The Christian Way” to play; we did not touch on the other two identified agenda, narrativism and simulationism, at all. This month we’ll continue in the order in which they are commonly listed and look at narrativism.

Lady Macbeth Seizing the Daggers. 1812 Henry Fuseli

People mistakenly equate narrativist play with storytelling, but the gamist group will tell of the time they rode into the mountains, trapped the dragon in its cave, and after a hard-fought battle killed it, and how is that not a story? What distinguishes narrativism is more the focus of the story. Narrativists thrive on moral and ethical issues, emotional responses, and human relationships and interactions. Did you risk your life because you were in love with the princess? Did the sorceress accompany you because she hoped to tap some of the dragon’s power for herself? Was the dragon a proven danger to the community, or was this done simply because we wanted to be famous as dragonslayers? Stories of love and betrayal, of ambition and greed, of nobility and flaws, plots which could be ripped from the pages of Shakespeare, are the heart of narrativist play. It isn’t that you risked your life but why you risked your life that forms the story.

In that sense, narrativism is about posing life questions and exploring possible answers—and in that sense we discussed this long ago in Faith and Gaming:  Answers, that role playing of this sort allows us to practice making moral, ethical, and personal decisions, in a petri dish environment that allows us to consider the consequences without suffering them. It permits us to communicate about our beliefs and explore alternatives in ways that are non-confrontational.

Anything that facilitates communication about beliefs is a worthwhile pursuit for Christians, both among ourselves and in groups with unbelievers. Narrativism thus has much to commend it as a Christian approach to play.

There are hazards, however. Just as the context of play enables us to express beliefs, it enables others to challenge those beliefs, to explore the weaknesses in what we claim. C. S. Lewis once said that at any given moment the weakest doctrine in Christianity always seemed to be the one he had just successfully defended, because at that moment it seemed that the truth of that doctrine depended entirely upon his own meager abilities to defend it, and not on God. Any time we put our beliefs in front of others, we can expect that they will be attacked, and the weaknesses uncovered. It might well seem that what you believe is not unassailable, as others bring their beliefs against it within the context of play. This, too, though, can be beneficial, as our beliefs are strengthened by our recognition that God, and not we, is the foundation for truth, and our understanding is imperfect but improving. Narrativism gives us this opportunity, if we can grasp it.

So again it appears that narrativism is also an approach to play that is not unchristian.

We’ll look at simulationism in a couple months.


Previous article:  Mourning.
Next article:  Order.