diff --git a/gm.tex b/gm.tex new file mode 100644 index 0000000000000000000000000000000000000000..a9928ec5497642091eb47c3d75bafb86fccb3058 --- /dev/null +++ b/gm.tex @@ -0,0 +1,198 @@ +\chapter{Games Masters} + +\section{Basic Prep \& Play} + +\begin{multicols}{2} + +The basic tools of the Games Master must begin with with obvious -- $4D6$ per player with multiple $D6$ colours so players can differentiate their Damage dice from their Action dice. +Next, of course, one character sheet and pencil for each of the players. +Since this can be a lethal game, especially for new players, consider adding a few `just in case' character sheets. + +\subsection{Coins} + +To helps players understand the tactical elements of the game, consider setting a central initiative track on the table, with the number 1-18. +Have everyone place a token, model, coin, or whatever on their own Initiative number as soon as combat starts so that they can see the Initiative count moving slowly towards them. + +As a \gls{gm}, it's always good to have at least 3 different types of coins. +Let's say you're orchestrating a battle with a hobgoblin leader, some hobgoblin troops and a goblin spellcaster. +Assign each one a coin and make a little mnemonic -- the spider has dark skin so it gets the little copper penny. +The hobgoblins get the silver coin to represent their use of weapons, and the largest coin goes to the hobgoblin leader. +Don't worry about the players' Initiative -- they'll keep track of their own characters as you shout out where on the Initiative tree you are. + +Coins should also be used when assigning the Combat Skill. +The character sheets contain a large space in the middle where players can add bonuses to their Combat Factors rather than attempting to remember where everything was placed. + +Coins can even be used to keep track of \gls{fp} and Fatigue Points as they change so often. +It'll help cut down on wear to the character sheet. + +\end{multicols} + +\section{Encounters}\index{Encounters} + +\begin{multicols}{2} + +\subsection{Random Encounters} + +Whether you're in the middle of an adventure or the \glspl{pc} are just randomly wandering the world without any respect for local laws or plot, a random encounter can always add a sense of danger to a non-urban area. + +Each time the players pass through a region, roll $3D6$ on the encounter table and create an encounter from the result. +You can make a unique encounter table for each region in your campaign to individuate them. +As an example, have a look at Redfall's forests: + +\end{multicols} + +\begin{encounters}{Redfall} + +Marshes & Forest & Result \\\hline + \li & Mana Lake. \\ + \li & Elven fortress. \\ + \li & Hobgoblins. \\ + \li \lii Ghouls. \\ + \li \lii Goblins. \\ + \li \lii Griffins. \\ + \li \lii Bandits. \\ + & \lii Bear. \\ + & \lii Wolves. \\ + & \lii Human traders. \\ + +\end{encounters} + +\begin{multicols}{2} + +The forest can be a dangerous place, but not nearly as dangerous as the marshes. +The entire Redfall area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marches. + +Some encounters presented are fairly benign. +Wolves may try to steal the party's food, but they're not dangerous, and human traders simply provide an opportunity to gain news, and travel with a little more safety. +Despite the different tables, the overlap provides some cohesion to the area. + +If you reach a result which is not listed, there is no encounter. +If you roll trips -- three of the same number -- roll again, and if you get another encounter, combine the two. +If you get a griffin and a bandit, perhaps the players stumble upon bandits in the woods, attempting to pilfer griffin eggs for a patron. +If you roll wolves and a chitincrawler, perhaps the players hear persisten wolf-cries in the distance as a chitincrawler has caught some wolves in its web while the others watch and bark helplessly. + +You may want to set up your random encounter before the start of the session, allowing you to review monsters' stats and perhaps tie the encounters together, or integrate them with active characters from players' Story Points, or recent events in the campaign. + +If you have a campaign book such as \textit{Adventures in Fenestra}, you'll find stats for creatures, suggested encounters, and random encounter tables for the different areas. + +\subsection{Side Quests}\label{sidequests} + +Another way to add impromptu elements into your game is Side Quests. +These are short encounters which slowly feed elements into the background of your game. +They're good for foreshadowing without too much planning, and good for adding things to the path of players who simply want to run around in a sandbox, without the constraint of a full-on plot-arc. + +Let's look at an example from a village area: + +\begin{enumerate} + +\item{Villagers are burning a witch at the stake and will grab any known magic-user or elf in the party.} + +\item{The party notice a group of elves sneaking up to a village. If they don't stop them, the elves attempt to set fire to various houses.} + +\item{Watchmen arrive in the villages, with orders to kill all magic-users and elves on sight. Repeat.} + +\end{enumerate} + +Over the course of these three simple encounters the characters can learn that the villagers have taken to cutting down trees near a space sacred to the elves, and negotiations did not go well. +Notice that none of the encounters involve the party doing anything. +If they don't want to engage in the plot, they can sit back and watch, except insofar as the villagers have a problem with them. +The encounter never ends here but repeats, as players find the place on lockdown by the new watchmen. + +One more example: + +\begin{enumerate} + +\item{A local priest offers to tell the party their fortunes. Combine this with the next encounter, then move it to Town.} + +\item{The characters pass by men in stocks who keep shouting that they are all innocent, and were suddenly taken away by various guards after the local priest fingered them for a crime. Move this encounter back to the villages.} + +\item{A dozen guards are tracking the characters. Repeat.} + +\end{enumerate} + +The plot here is that the priest is using his ability to divine the future to capture criminals \emph{before} they commit crimes. +The characters are now wanted by the guards who wander the villages, hunting for would-be criminals. + +The first encounter combines with the next Side Quest (whatever it happens to be). +This helps Side Quests integrate, and adds a little more action to would-be slow scenes. +The second encounter move to the pile of town Side Quests, so it can only be randomly encountered there. + +Side Quests should never require characters going to a specific location, since they are something which happen \emph{to} the party, but Side Quests can still reference a details area, such as the local priest's church, or the sacred lake which the elves guard. + +If you want to run Side Quests as a secondary part of your game, you can just run them any time the group doesn't get a random encounter. + +If you want them to be the primary mover in your campaign, you can run a Side Quest every time the group enters a new area. +You can also make one plotline the \emph{primary} quest. + +However you run them, players should each receive 5 \gls{xp} for completing a Side Quest for each part it contained. A 2 part Side Quest grants 10 \gls{xp}, while a 4 part Side Quest grants 20 \gls{xp}. + +\end{multicols} + +\section{\glsentrytext{gm} Suggestions} + +\begin{multicols}{2} + +\subsection{Fast Initiative \& Good Pacing} + +You can give a good pace to combat by hollaring the Initiative count. + +\begin{quote} + +`Twelve! The gnolls ready their weapons' + +`Eleven, ten! They move forward, bearing their yellowed teeth' + +`Nine! Snarls abound as they speed up to a rush' + +\end{quote} + +Nothing has actually happened by this point, but it sets the scene nicely. +Players can find a handy initiative track at the side of their character sheet, counting from 18 downwards. + +\begin{quote} + +``Nine'', one of the players shout. I'm going at nine. I move to protect Max. + +``Two gnolls go for you, another two go for Amelia. Roll to defend at TN 11'' + +\end{quote} + +The initiative continues down quickly at all times, and the count always provides a sense of urgency. + +\subsection{Damage, Death \& Dismemberment} + +Losing HP is a massive, screaming deal in BIND. +It's easy to take habits over from other games where losing one's liver is all part of a normal Tuesday afternoon but here \glspl{pc} should lose \glspl{fp}, then attempt to flee and only in the most dire situations should they start to bleed. +Damage which doesn't hit home can be brushed over with a brief note about `avoiding the swing' but if anyone loses a single Hit Point the \gls{gm} should grind the description and combat to a halt to emphasise exactly how eyeball poppingly, knee-cap shatteringly painful and side-splittingly debilitating a knife can be. +Take your time. +Make the words secrete congealed blood. +If the \glspl{pc} start to lose HP and don't realise how serious this situation is they might perish where they otherwise would have run away to fight another day. + +If a \gls{pc} dies, the player should be slotted into the adventure at the next available opportunity with a new character. +If there is no plausible way to insert another character any time soon, consider providing an \gls{npc} for them to play - it doesn't need to be one with amazing Traits, just someone who can speak and interact with the world. +All unspent \gls{xp} from the old character should be given to the new one, allowing the player to boost the N\gls{pc} or save up more for when they finally make their own character. + +If the \gls{pc} is wounded to the point of being useless then that player is not going to have a lot of fun with the character. +If possible, the player should be given a new character for that one adventure, but all \gls{xp} gained can be kept and given to the old character at the end of the adventure. +To put it another way, players, rather than characters, hold \gls{xp} values which can then be placed on any character. + +\subsection{Rollplay Before Roleplay} + +It's hard to play `the social character'. +You put all your \gls{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay the encounter and all that comes out is your natural stutter. + +It's also hard playing a non-social character. +You have been lumped with a character with a Charisma Penalty of -4 and by all the gods you intend to roleplay it, so it's time to ask the town master which lady he stole his robe from and then wipe your mouth with the tablecloth. +But the other players are not impressed; all they can see is someone intentionally ruining the encounter rather than the fun-loving, amazing improviser that you are. + +Consider the following solution: tell the players that if they wish to speak, they must roll Charisma plus Empathy or Wits plus Whatever, then set the \gls{tn} for the encounter. +Getting information from the drunken patron of a temple of Alass\"{e} might be \gls{tn} 4 while getting a noble to stop and give everyone a hand might be \gls{tn} 10. +The player should not declare the result but make a mental note of the roll's Margin. +If the Margin is high, they should confidently roleplay someone saying just what the situation appears to demand. +On the other hand, if the roll was not only a failure but had a high Failure Margin, they should attempt to roleplay the worst kinds of insults -- perhaps because the character is genuinely mean-spirited, perhaps because they are making persistent, accidental faux-pas. + +This method of players rolling before roleplaying to indicate their roll gives value to the social characters' Traits and legitimacy to the antics of more socially clumsy players saying all the wrong things. +The roll of the dice also acts as a way of saying `I am about to speak', so people can pace conversation without interruption. + +\end{multicols} + diff --git a/main.tex b/main.tex index 41c52c9c7918feab906bb6742d4dc0734e118e21..0cef8a18ec3a95096b9299844f639f2a06c7a4c2 100644 --- a/main.tex +++ b/main.tex @@ -410,10 +410,74 @@ Specialisations include massive creatures (5+ Strength), leading many troops (mo This is the flip side of a number of Skill related to hiding one's doings or presence. It is practiced by guards or the eternally paranoid. It is most often rolled with Wits in order to spot people sneaking about, perhaps fingering a purse or sneaking up behind a potential victim to stab them in the back. One might also add this Skill to Intelligence to spot important facts written on dungeon walls, or use Strength with Vigilance in order to stay up late, despite being laden with Fatigue, in order to remain alert. -\chapter{The Rules} +\end{multicols} + +\section{Classes} + +\begin{multicols}{2} + +If you're used to a more class-based system, or just want some suggestions getting started, you can use the following starting defaults. +An alchemist is just someone with spells, and a rogue is just someone with skills. +Once the game starts, you can continue with the same concept, or morph the character into something else. + +\subsection{Alchemist}\index{Alchemist} + +Alchemists start with Academics 1, Invocation 2, Illusion 1 and MP 2. +If their Intelligence or Wits is below 0 then raise it by one level. +If not, buy a single 1st level Skill. + +Their equipment is a notebook and writing equipment, camping equipment and a quarterstaff. +They worship C\'{a}l\"{e}.\footnote{See page \pageref{gods_codes} for more on character belief systems.} + +\subsection{Bard}\index{Bard} + +Bards begin with Performance 2, Academics 1, Empathy 1, Deceit 1, Larceny 1, Vigilance 1 and the first level of the Fate sphere. + +Their starting equipment includes partial leather armour, a dagger, an instrument, a longsword, lantern, camping equipment, notebook and writing equipment, and 50' of silk rope. +They worship Alass\"{e}. + +After time spent adventuring, many bards learn Song Magic in order to aid their party. + +\subsection{Priest of V\'{e}r\"{e}} + +Priests of the god of honour begin with Fate 2, Academics 1, Medicine 1 and MP 4. + +Their equipment is a quarterstaff, medical equipment, partial chainmail shirt and camping equipment. + +After gaining XP, some adventuring clerics focus upon martial abilities, while others focus on prayer in order to work miracles. + +\subsection{Rogue}\index{Rogue} + +Rogues begin with Combat 1, 10 \gls{fp}, Stealth 2, Larceny 1 and the Knack: Perfect Sneak Attack. +If they have a Body Attribute at -1, raise it by one level. +If not, purchase one level of the Deceit Skill. + +Their starting equipment is a dagger, Complete leather armour, a longsword, 50' of rope and lockpicking tools. +If they have the Deceit Skill, they begin play with a throwing dagger. +They follow the Code of Acquisition. + +\subsection{Warrior}\index{Warrior} + +Warriors begin play with Combat 2, \gls{fp} 10 and the Knack: Adrenaline Surge. +If the character has a single Body Attribute below 0 then buy it up a level; otherwise purchase the Tactics Skill at 1st level. + +Their starting equipment is partial chainmail, a longsword and a bucklar shield. +If they start play with the Tactics Skill they also get camping equipment. +They follow the goddess Ohta. + +\subsubsection{Paladin}\index{Paladin} + +After progressing, particularly pious fighters can gain a level or two in Fate, allowing them to ask for Divine Guidance, curse enemies, or even gain additional Fate Points before going into battle. + +\subsubsection{Ranger}\index{Ranger} + +Fighters with an affinity for the wilderness may pick up nature-related abilities, such as talking with animals, or even summoning mists. +Whether this comes through prayer or inborn abilities which develop over time, a little magic on the side of a character can make for a formidable fighter. \end{multicols} +\chapter{The Rules} + \section{Basic Actions} \begin{multicols}{2} @@ -606,6 +670,32 @@ Players receive \gls{xp} from the \gls{gm} for killing monsters, pious endeavour The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may restrict when it can be spent. Each Trait should increase by no more than a single level during the course of an adventure -- you might be lucky enough to get enough \gls{xp} to raise your Strength from -2 to +1 in a single session, but nobody can accrue that kind of muscle mass in such a short period of time. It is also recommended that Specialisation Skills only be bought during \gls{downtime}. } +\subsection{Experience Points \& the Discount} + +\iftoggle{verbose}{ + +Standing alone against a towering ogre is a nightmare, but three warriors standing against three ogres can be much easier. +A battle against thirty goblins can really take its toll, but three different battles against ten goblins can be child's play. +To represent this, we have \textit{the XP Discount} -- a price you pay for every member of the party. + +}{} + +For every member of the party, that many points are deducted from one monster's XP value (to a minimum of 0). +If the party has two members, the first two monsters have 2 XP deducted from their total value. +If the party has five members, the first five monsters have 5 XP deducted from their total. + +\iftoggle{verbose}{ + +If a single warrior defeats a dragon worth 22 XP, then the warrior receives 21 XP, because 1 XP is removed from the total. +If he fights 10 ghouls worth 2 XP each, then he receives 1 for the first, and 2 for the rest, for a total of 19 XP. + +However, if five characters are fighting the 10 ghouls together, they each deduct 5 XP from a single monster. +The first five ghouls are worth nothing, because each net ($2 - 5 = $) 0 XP. +Only the last 5 ghouls count, bringing 10 XP in total. Dividing this among 5 players, each receives 2 XP at the end. + +}{} + +If players need to discount multiple adversaries, they are counted from highest to lowest XP value. \subsection{Spending \gls{xp}} @@ -620,8 +710,6 @@ The \gls{gm} may wish to only award \gls{xp} at the end of a session, and may re }{} - - Each additional level of a Trait has a steeply progressive cost. The costs represent buying the next level; the first level of a school of magic costs 15 and the second costs 20 -- buying up to the second level costs 35 \gls{xp} in total. Knacks work similarly, where the first Knack costs only 5 \gls{xp}, but the second Knack a Player purchases costs 10, and so on, with each additional Knack costing an additional 5 \gls{xp}. Attributes have a standard maximum of +3 and minimum of -3. This is adjusted by race, so for instance elves have a +1 bonus to Wits but -1 to Strength, so their maximum Strength score would be 2 and the minimum -4, while the maximum Wits is +4 and the minimum -2. @@ -752,6 +840,7 @@ Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dw My own character, Thenton, has a good Charisma score and some basic ability to fight with his enhanced human Strength Attribute. I think I'm going to make him a `knightly poet'.}{} \subsubsection{Starting \gls{xp}} + Characters begin play with an amount of \gls{xp} stipulated by the \gls{gm} depending upon the level of their campaign. The suggested starting \gls{xp} is 50, with up to 150 \gls{xp} for more advanced campaigns.\iftoggle{verbose}{ With that in mind, it's time for me to spend some of that 50 \gls{xp} on Thenton, the knightly poet. For a start, he'll need the Performance Skill, and he gets two specialisations with it because it's a specialised Skill. `Poetry' is a good start, and perhaps the flute after that, because why not? That costs 5 \gls{xp} so I have 45 left. He should have some basic Combat ability, so I'm going to give him +1 in the Combat Skill -- that'll cost 10, and why not put him at +2 for another 20 \gls{xp}? That leaves only 15 \gls{xp} to go. Since he's a fighter he needs the Dexterity penalty removed. Removing the penalty costs only 5 \gls{xp}, so with 10 left I'm going to buy a level of Empathy to make him a socialite. Deceit would also be good, but I think a knightly poet would be too naive for that. Finally, a member of the nobility, even a minor noble, should have some basic Academics knowledge, so his last Trait will be the first level of the Academics Skill.}{} @@ -762,7 +851,6 @@ For a start, he'll need the Performance Skill, and he gets two specialisations w \begin{multicols}{2} - \begin{tcolorbox}[arc=1mm,tabularx={p{.3\textwidth}XX}] \textbf{Animal} & & \textbf{Cost} \\\hline @@ -1018,7 +1106,14 @@ Lastly, there is an adventure. The adventure lasts until the current plot-thread Space is tracked through \glspl{square}. A \gls{square} is just any unit of space within the battlefield. If you are using a battlemap which has squares marked out on it, then those squares the the size of a square, even if those squares happen to look very hexagonal. A square might be ten metres wide as each one covers an entire house when the battlefield is a large town, or it might be just two yards wide when moving through a detailed map of a dungeon. The precise distances represented do not matter, just so long as they consistently balance one character's ability to run away with another's ability to hit someone with a projectile. -The next unit of space is the `\gls{area}'. An \gls{area} is just any \gls{area} which looks different from another. While traipsing through a small dungeon, each room and cavern entered might be thought of as an \gls{area}. When gallivanting through open plains one \gls{area} might be a copse of trees, another a lake, and then the next area a village. \footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.} +The next unit of space is the `\gls{area}'. +An \gls{area} is just any \gls{area} which looks different from another. +While traipsing through a small dungeon, each room and cavern entered might be thought of as an \gls{area}. +When gallivanting through open plains one \gls{area} might be a copse of trees, another a lake, and then the next area a village. + +The final unit is a `region'. +Regions encombass a full forest, a town, or a collection of villages. +Each region has its own set of likely encounters, such as tradesmen in the villages, cutthroats in town, and elves in the forest.\footnote{If all this looks like a repugnant abstraction, just set a square to two yards, an area to one mile, a \gls{round} to six seconds and a scene to one hour.} \end{multicols} @@ -4427,6 +4522,8 @@ The band took only a couple of hours before they set off again, hoping to find t \end{multicols} +\input{gm.tex} + \appendix \titleformat{\chapter}[display]