On Reflections in Wildspace

I love the Spelljammer setting. It is silly, swashbucklery and D&D IN SPAAACEEEE. However, it has some issues that occur when contact is made with the players. This post, from the Hack and Slash blog has solutions to a number of the problems with Spelljammer. First, it solves why you can’t make a killing just running goods from one point on a planet to another, in a really nice way. Then it has some advice about trying to do too much, some ideas about 3D space battles and why you can rule no 3D battles (I’d just rule that moving off the 2D plane is a very slow process that can take hours, myself, but each to their own.) It them wraps up with some details on XP, gold, weapon ranges and some other system-specific things.

I recommend any DM running SJ check it out, it isn’t long and has some good points.

Until next time, stay geeky.
—Canageek

Published in: on July 3, 2016 at 2:27 pm  Comments (2)  
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Advice for New DMs

#RPGChat recently had a discussion of advice for new DMs. I wasn’t able to find it in time, but went back to through my writing in past RPGChats and pulled out what I think my best advice for DMs is. A lot of this isn’t direct advice on how to run a game; there are a lot of lists of that stuff already, so it is hard to find new things to say; rather, this is mostly advice on issues around the game and even advice on other advice. I’ve also limited this list to advice I’ve got personal experience with from one side of the table or the other.

  1. Take all advice you read online with a grain of salt. There is a standard rule you see in every list, which is “Don’t railroad.” Guess what? I once had a very unsuccessful session, one of the worst ones I’ve run. I sat down and talked to the players. They asked me to give more guidance in the sessions and have them less freeform. Take away: Not every rule works for every DM and every group.
  2. Figure out how many people you are comfortable with running for and don’t go over that number. I’m fine with 4-6 depending on the game, I know other GMs who won’t run for more then 4. Running for more people is harder. More people means it is harder to get them to agree on what they are doing, you have to split your attention more ways, running larger combats is harder, and you might not even hear what quieter players want to do. Feel free to tell people your game is full; you don’t have to invite all your friends.
  3. Only you are allowed to invite new people to the game. If someone has a friend, relative, significant other that they want to invite, have them talk to you first. I was once in a game where the DM was not the host. The host kept inviting more and more people until we topped a dozen. The game did not last long after that, since running a game for that many people is really hard. I set a rule during my Call of Cthulhu days limiting it to 4 people; the sessions when I stuck to that rule were by far the best ones of the campaign.
  4. Put the most soft-spoken or shy players close to you. The loud, attention-demanding players will make themselves heard from across the table, the softer-spoken or new and shy players will not.
  5. Feel free to uninvite players. I’ve had some very good friends who were not good players. We simply stopped inviting them. Some got better with time, and in a few years started gaming with us again, others never did. Don’t let one bad player ruin your game. (If you can help it. It is more tricky when they are providing rides for everyone else, or are someones significant other.) To be honest, in some of these cases we would literally just stop inviting the person and not talk about the game around them; that made letting them back into the game when they’d gotten more mature a few years later much easier and avoided a conflict with a good friend. I’m not saying that is the best or most mature approach, just the one we used when we were in high school.
  6. Feel free to ask players to help contribute to out of game stuff. I did a lot of DMing when I was in high school and had no money. I developed the method of asking everyone to bring a contribution to dinner. I’d provide sausages or burgers, and the players would contribute side-dishes, drinks and snacks as they were able. Players who couldn’t afford to do that would help with the cooking and cleaning. On the note of cleaning, don’t be afraid to ask players to help clean up. This is obvious now, but back in high school days we’d game until 2 am, I’d usher everyone out the door and then collapse, then have to spend the next morning cleaning. One day it clicked that I could ask everyone to help tidy before they left, and hosting got a lot more pleasant.
  7. Don’t kill a player’s character the first few sessions they are there. It sucks, and discourages them from wanting to come back. Even in a horror game you can scare the pants off them without killing them.
  8. Design problems, not puzzles. A puzzle has a set solution; your players might not think of it. A problem has an infinite number of solutions, and that is just counting the ones you haven’t thought of. You can give the players some ways to solve a problem, sure, but be sure to keep an open mind to things you haven’t thought of.

Well, those are my random tips for new and young GMs. Hope you find them useful, and I’d love to hear any tips that you have that you think aren’t said enough onlne. Until next time, stay geeky.

–Canageek

Published in: on September 18, 2015 at 12:00 pm  Comments (5)  
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RPG Blog Carnival: Weapons of Legend: Ahab’s Crosshairs

The Logo of the RPG Blog Carnival.Hi! I’m Canageek’s girlfriend DialMforMara. I write for the I Like Homestuck Project on Tumblr; this entry in the RPG Blog Carnival is an adaptation of a post that will appear there next Saturday, on the theme of Legendary Weapons. Come check us out if you’re interested in Homestuck, or just want to find out what all the fuss is about. Warning: spoilers abound.

dualscar

Ahab’s Crosshairs is a powerful laser rifle from the webcomic Homestuck. It was created by the trolls of Alternia and used by the Orphaner Dualscar, a notorious highblood (noble) pirate. Centuries after the Orphaner’s death, it was found in the wreckage of his ship by his aristocratic descendant Eridan Ampora, who used it to murder countless lowbloods (commoners) and their animal guardians, as was his birthright. When Eridan left Alternia to play the universe-building game SGRUB, he took Ahab’s Crosshairs with him and used it on anything that stood in his way, up to and including the angels that inhabited his base planet, which took at least a minute of sustained fire to kill (possibly because he wasn’t supposed to kill them, as other players point out. [Canageek’s note: Sounds like a player character me me])
whale 1whale 2

The strength of Ahab’s Crosshairs may vary with its wielder’s belief that it works. The structure of SGRUB (and the human version, SBURB) gives each player powers based on the role the game has assigned them. Eridan is a Prince of Hope, which to make a long story short means that he uses belief in destructive ways–like, maybe, to power his weapons. Other Homestuck characters don’t think Ahab’s Crosshairs is nearly so powerful: SBURB player Jade Harley, who has extensive experience with rifles, takes one look at the gun and calls it a “legendary piece of shit.” She can’t believe it’s as powerful as Eridan claims it is. And maybe, for her, it isn’t.Screenshot 2015-07-25 14.47.44

Adding belief-based weaponry like the Crosshairs to a campaign opens up a couple of interesting mechanics. A DM can track which player characters believe the legends about a weapon, and then make the weapon more powerful for them–or less powerful for those who don’t believe. Dividing up loot becomes much easier if half your players believe some of it is worthless. They open up new narrative possibilities as well: a quest-giving NPC can hype up a belief-based weapon to make it stronger and worth more, or downplay its importance to trick the players into handing it over, or even claim they have a defense against it, to make the players think it won’t work on them. Belief-based legendary weapons give their players exciting new ways to mess with their players.

RPG Blog Carnival: Weapons of Legend: Gretzky’s Staff

The Logo of the RPG Blog Carnival.When Gretzky was a child his parents discovered that he had a natural aptitude for magic that often manifested in destructive ways. To avoid having their chesterfield lit on fire (again) they enrolled him in a magic academy. As the years went by, he learned that while he loved magic, he had little in common with his fellow classmates who tended to be bookish and nonathletic. While of reasonable intelligence, Gretzky preferred more athletic and violent pursuits in his spare time, often enrolling in the extracurricular activities of the fighters’ school across town. His favourite sport was hockey, for its combination of speed, skill and violence.

When it was time to craft his staff, he refused a traditional oaken or ebony rod, instead using a hockey stick that he had outgrown. He kept this staff for many years, and added to its original enchantments over time. In addition to storing several spells and the traditional enchantments for durability he placed an unusual level of enchantment on it enhancing its melee combat ability, figuring that few people expected a wizard to run up and cross-check them. At one point he even added a flaming enchantment more commonly found on warriors swords to the stick’s blade. One enchantment he did not place on the staff is cold resistance; it was commonly thought that the staff bore such a dweomer due to Gretzky’s habit of going coatless in the winter. This habit came from Gretzky’s growing up in the north and simply being much more used to cold then the natives of the southerly region he eventually built his abode in.

While Gretzky’s Staff is usually thought to be a single item, usually as described above, over the course of his career he made a number of staves as he grew more skilled, or as he needed sets of spells or protections for specific tasks. This has confused descriptions of the staff and its powers over the years, as his later ones were often made from full-length hockey sticks, rather then the child’s stick he used originally.

This is a post for this month’s RPG Blog Carnival, hosted at of Dice and Dragons. I’m not a rules guy so I’m not going to try and stat this up. I got the idea as I am thinking of running a play-by-post game in an X-Crawl-like world. I know, I know, I’m finally giving the setting I’ve been talking about since the start of the blog a try. I’m  hoping not to let this blog sit idle for years and years this time. Anyway, until next time, stay geeky.

–Canageek

The Advantages of Skill Based Games

I have a strong preference for RPG systems that define a character primarily by the skills they possess, such as The Call of Cthulhu (and other BRP based games), GURPS, Eclipse Phase, Alternity and Shadowrun. There are other games which involve skills: D&D, Fate, and so on, but they aren’t based primarily around a set of skills everyone has. D&D has a common skill list for all players, but most of the time it is overshadowed by other things, and many others may have ‘skills’ or ‘professions’ but each character only possesses two or three of these, there isn’t a universal set that everyone divides points between.

Games that use these old-fashioned long skill lists are currently falling out of fashion due to a perception that they are hard to get into, that you need a spreadsheet to play them, and that games with less stuff on the character sheet are faster to play. In my opinion these are all untrue. Certainly, games like GURPS benefit from a spreadsheet when making a character, and no one is ever going to call Alternity a rules-light game, but there are also games like The Call of Cthulhu, which is quite rules light, doubly so as I play a variant that removes a lot of the rules.

So, why do I like skills so much? I like the flexibility they provide and how easy they are to DM. I can customize a character in a skill based game to resemble a real person much more then I can in any other type of system I have seen. The average Call of Cthulhu character gets 400 skill points, of which, on average, 130 are earmarked for skills related to the characters non-work related experiences and interests. So, I have the freedom to drop a few points into painting if my character paints miniatures as a hobby, without harming the core skills that define what he does in the party. In my GURPS game I’ve used the points that I put into Connoisseur (Literature), and it has come up in play that another character had some skill related to the writings of H. P. Lovecraft. Such things do a lot of flesh out the character, and make them feel alive. In other games I don’t have the freedom to spend a point or two (or the game systems equivalent) on something totally unrelated to the characters main role in the party. This is something that is lost when you only have 4 skills or whatever; you really have to put them into something that will benefit the party, or you are letting the rest of your team down. In systems with an excess of points I can get to a level that helps the party, then put points into stuff purely for roleplaying.

Furthermore as a DM these games are pretty easy to run. If a character wants to do something, I just find the closes skill on the character sheet and have them roll that; if they have something related I can let them apply it at a bonus or a penalty, depending on how relevant it is (Say, using Chemist to analyze some biochemical evidence gathered from a crime scene instead of biochemistry: If you know one, you probably took a class or two of the other at one point, but wouldn’t know as much as an actual biochemist). I don’t have to make a call in each situation about what stat is the most important, which is a pain for things like rock climbing as there are strength, dexterity, constitution and mental components. I just find ‘hey, here is a climb skill, roll that unless you can find something more appropriate to the task, or at least close.’

That is why I like skill based games. I do hope we see more of them over time, given that as of late games that use a very limited set of characteristics and abilities are more popular. Perhaps I’ll even set down my ideas for a system I’ve had kicking around in my head for years and years sometime.

Sorry this post was so late; what with playing twice a week I’ve been getting my fill of thinking about gaming in the real world, instead of online. Until I get the urge to write again, Stay Geeky.

–Canageek

Published in: on September 17, 2013 at 9:00 am  Comments (4)  
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Rules modifications for a punk game

“We all enter this world in the same way: naked; screaming; soaked in blood. But if you live your life right, that kind of thing doesn’t have to stop there.”  —Dana Gould

Punk, as I have said, is about nihlism, desperation, and self-destruction. As evidence I invite you to see how many famous punks from the early days are alive today; Not many, even fewer then rock or metal from similar eras. Therefore the standard XP system most games use, or even the advance-with-use system of the Basic Roleplay System isn’t a good fit for a true punk game, as it has character getting stronger over time, rather then burning out in a drug induced blaze of glory. Therefore I’m going to roughly sketch a modification of a standard RPG system to make it more punk.

The main and most important point is that characters should live fast, die young, and leave an ugly, tattoo, shocking corpse. Therefore while you get XP as normal for your game system, you can only cash in on that when you die, with their new character starting at the higher level or getting the XP. So you build up character points, levels, etc, but you can’t actually use them until you die. There should also be a reward for having a particularly brutal, ugly or otherwise ‘punk’ death, to encourage interesting deaths, instead of characters quietly overdosing at home, which, while realistic wouldn’t be very interesting in a game.

I recommend coupling this with something like BRP or GURPs critical hit, major wound type tables, also the mental disorders you pick up over time in Call of Cthulhu or GURPS on a failed sanity/horror check. This way characters actually get worse over time, leading to a race to do things worthy of experience, before they are too damaged from their lifestyle of constant violence and drug use to continue being playable.

Well, there is my main idea: Give the players a motivation to have their characters live fast and die young. I know this goes against my traditional gaming advice and style, but hey, punk is a hard genre to emulate, as it is inherently self-defeating, which is something I think most people ignore.

Anyway, until next time, stay geeky.

Published in: on July 15, 2013 at 8:54 am  Comments (5)  
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Occupypunk

I’m going to start this post off with a disclaimer: This is about a roleplaying setting, and I do not categorically endorse real world violent rebellion against the police. This would generally be a bad idea and get you arrested, and there are probably a small number of bad apples giving the rest of the police a bad name.

Right, now, take all that real world restraint and lock it away. Put on some angry music; punk would be best, but anything will work; some old NWA (911 is a Joke, for example) would also work if you are into rap, or Hammers in my Head by A Miracle of Sound if you want something more modern, if a bit less angry then would be ideal.

You’ve got your music on? Good, now lets do some inspirational reading. Lets start with something I got off Reddit’s News of the Weird. Now look up some things on Adam Nobody. Heck, just go on youtube and watch police brutality videos for a bit. Then imagine this was Standard Operating Procedure; if you have trouble with this Transmetropolitan is a great comic series. Now take all of these bad, horrible things and turn them up to 11, at least in the cities; place a Bradburian dystopia in the suburbs. Now that we’ve set the stage, I give you:

Occupypunk, (Alternate Title: Yippiepunk)

They killed my Charlotte. Sweet innocent girl, just trying to make the world a better place, protesting and going to sit-ins and crap. Then the pigs beat her to death, and left me for dead. Too bad for them I didn’t die, and remembered their faces. I waited outside police stations for days, waited until I saw one I recognized, followed him home, out to the nice, safe, surveillance-free suburbs. Then I beat him to death, just like he did my Charlotte. The next one I just shot; after the first they were more careful. I had to get help with the next few; they knew my face by then, but luckily with all the shootings and beatings the pigs do, it wasn’t hard to find help. Once the government let them off their leashes, they’ve been running rampant, and there are a lot of people who’ve lost loved ones, limbs, friends, and bedmates to them. Only deal I had to promise them was that once we finish the ones who killed Charlotte, I’d help them with the ones who hurt them. You know, if I’m still alive. It isn’t like pighunting is conductive to a long and healthy life. One day they’ll catch me, like they caught Joe. Sent an entire SWAT team after him. Too bad for them someone got word to Joe that they were coming, and he had time to take so many uppers and dreck that he forgot how to die, for a little while anyway. Jumped them with a couple hatchets. They had to take him and a whole buncha the cops out in a bag, cus they couldn’t figure out what bits belonged to who. They’ll never get the blood out of that apartment, I live there now. Rent is really cheap, and the splatter is kinda artistic, if you’re into that kinda thing. Anyway, I don’t expect to have a long life, but hell, the courts ain’t administering justice, so someone has to.

I can’t think of much to add to this: It is probably the most straightforward of my settings, just channelling that helpless rage we feel when we watch the news these days into something constructive. Also, ripping off part of Steal This Book.

Anyway, I have some ideas on how you could do this setting in a game, to reward self-destructive punk gameplay. I’ll try and write them up later, until then, stay geeky.

–Canageek

Edit: I forgot to link the original RPG.net thread.

Abolitionpunk

Over on RPG.net there is a very inserting thread about ideas for -punk settings. Now, punk in this context is descended both from the musical/social movement, and cyberpunk. Steampunk also, but only true steampunk, none of that atheistic top-hat foppery. Therefore it should be dark, gritty, ugly, and the characters should be self-destructive and nihilistic. Not something I’d like to play in or even read, but great fun to muse about and design.

wapa created a setting called Anebellumpunk:

In the South they’re breedin’ men like they was animals. Worse than animals; they’re treatin’ them like they was tools – breedin’ them up, strappin’ them into moulds and feedin’ them up on quack formulae from birth so you’d barely know they was men, and what them rich folk are doin’ to their own kids only looks prettier on the outside. North ain’t much better – they’re fixin’ to replace men with clocks and steam engines, where they ain’t just ruled by ’em. Ain’t none of it Godly. But some folk, decent, churchgoing folk are out to abolish all that in the name of the Lord – and in the meantime just get on by. We’re all God’s children, whether we got a clock for a heart or grown eight times the proper size, and God’s children gotta look out for each other.

I like the idea, but thought it was too clean and optimistic, and thus I created Abolitionpunk:

A man can only see so much, you know? For me, I broke when I saw an innocent young, slip of a girl being torn apart by dogs. I just couldn’t take it anymore. So I set the dogs on her asshole of a master, and shot the overseers. Then me an’ some buddies, and a couple of the now-free slaves armed up, and decided to take out all the goddamn slavers in one go. We waited till Sunday, rolled a big carriage up to the doors of the church, then burned all them bastards inside, womenfolk and all. Not like they don’t order slaves beaten even more then the men. Then we headed out of town, pointing the way north to the slaves, and taking off before the army shows up. Now we live like bandits, killing and murdering slavers all across the south, staying one step ahead of the law. Sure, they’ll catch us eventually, but damn if we haven’t brought justice to a hell of a lot of bad, bad men on our way. Sides, you ever seen one of those big plantation houses burn down? Its a pretty, pretty sight. Even better when we get our hands on some dynamite and can blow it up.

Yeah, that would be a hell of a dark campaign. Characters would include abolitionists sick of a lack of action, washed up cowboys, defrocked priests, brutal norther agents, ex-slaves and so on.

Next time I’ll show you my even more violent setting: Occupypunk. Until then, Stay Geeky
–Canageek

Edit: Kris Newton, (@FeedRPG on twitter) liked my concept enough to create a spin off of it, adding vampires, and making it even darker (YouTube). I wouldn’t necessarily play in that game, but it is a really cool take on it and I encourage people to check it out.

Sketching out a character: John Rook

So, I’ve got to make two new characters for the GURPS games I’ve joined, and I’m finding it a bit slow going. So I’ve decided to write down my thoughts and ideas to see what sounds good when I write it down, and see where that takes me. Anyway, here is John Rook, horror writer and self-declared white knight.

The first game is a modern occult horror game set in the 1970s. Everyone is mostly human, but with a bit of magic, something that sets them apart from the normal. I had a character in that game, Dalton, who was able to touch any object and sense the important events in its history; a very useful power for an investigative game. He also ran an antique shop, and had a lot of skills related to appraisal, history and so on, related to his job, not that he needed much help authenticating artifacts. However, in the two years since I was last in this game someone else has taken over the character so I need a new idea.

I was looking over the list of abilities for inspiration (it worked last time) and noticed there are a number of abilities to improve your senses. I’ve been watching a fair bit of castle, and had watched a bit of an Alan Wake Lets Play on Youtube, and had an idea: A writer who investigates paranormal activities and then writes them up as fiction. Now, bits of this character have come to me fairly easily: He is going to be a fairly broad shouldered guy, not huge, but large, and full in the chest (Any resemblance to Nathan Fillon is purely coincidental) with brown hair and blue eyes. Obviously a competent investigator, particularly at finding clues and hidden items, and also a highly skilled writer, with a fair bit of money as a result.

Now, the DM sent me some questions to answer:

1) (and most important!) What happened to this guy that made him realize there was another world out there, with real monsters – and he was akin to the non-humans?

I’ve got a couple versions of this answer turning through my head. The crux of it was that he met, and possibly killed, a occult serial killer. I’m still working on the how. The first thing I thought up was that he was working on a True Crime novel, before he got into fiction, and finding some leads he decides to follow up himself, leading to him discovering that the killer is still active, and unable to find anyone in authority willing to help him he illegally slays the killer himself.

The other idea I had, is that he meets the killer at a much younger age, when he was taken by the killer. However, he was able to escape, and lead the police back to the scene of the crime due to his suddenly uncannily good sight and vision (He can hear every sound in the background of the place he was held, and every individual odour), though not before his older brother was slain by the killer. Additionally, he saw things while captured that gave him a lasting obsession with the occult and supernatural, and he turned to fiction, particularly dark fiction, as an escape, first as a reader, and then as an author.

Huh, writing things down did help, that sounds much better (if just as chliche) as then what I was thinking of.

2) why did he decide to actively oppose them instead of just hiding/running?

Having seen what horrible things are lurking out there at a young age, he was never able to close his eyes to the things most people ignore, the horrific elements around us. As he grew older, he realized that most people couldn’t or wouldn’t stop the things that are dark and abnormal in the world, and that if he didn’t oppose them, who would? In particular he has drawn inspiration from the morality of authors in the past, particularly Tolkien and he keeps two plaques above his desk: One, quoting a Sergei Bondarchuk’s flim adaptation of War and Peace reads “All that is necessary for evil to triumph is for good men to do nothing” and the other “‘How is a man to judge what to do in such times?’ As he has ever judged, Good and evil have not changed since yesteryear, nor are they one thing among Elves and another among Men.”, adapted from The Lord of the Rings, and a longer version of the second quote opened his first book.

3) what did he do/what were his life plans before all the occult stuff came into his life?

He was introduced to the occult at a very young age, and as such didn’t really have many plans. His desire to protect people led him to apply for the police academy, but he was rejected, and instead went to university, duel majoring in Religious Studies and History, simultaneously working on his first book, a highly fictionalized account of the serial killer that attacked him and killed his brother. While critics found the plot rather lacking, and several wrote it off as an author insertion fantasy (which to be fair, it was), he was praised for the vividness of his descriptions, and his expansive and masterful use of language. Deciding to focus on his writing, he abandoned the history degree, and finished his Religious Studies degree with a thesis on occultism in the early 20th century, and shortly thereafter published his second book, introducing his most popular character: Blake Stone.

Wow, that worked out a lot better then I expected, as I think I’ve answered all the questions I had bouncing around in my head. What do you lot think? I’m going to slide this into my post queue for next Monday and I’ll also (hopefully) write up my other character idea, for a good ‘ol boy lumberjack named Bo and toss it at you. Until then, Stay Geeky.

–Canageek

Multiclassed to oblivion

Another post in my series on how to build characters that will actually help the party. This advice comes from a very common character type that I could not stand at all. The overly-heavily multiclassed character. Multiclassing is a great way to meld the attributes of two classes: For a barbarian to take some sorcerer levels to magically enhance themselves, or a fighter that wants to flip out like a barbarian every so often.

However, it is an even better way to water down your character to the point of uselessness. Sure, there are lots of multiclass characters that can do a bit of everything, but do first level spells really do much of anything at 1oth level? If you have more HP then your average rogue, but can only take one more hit then a normal rogue, and you are far less skilled then a normal rogue, are you really an asset to the party?

I once played at a table with a Fighter 2/Wizard 2/Cleric 2. That’s right, he wasn’t very good in a fight due to only having a BAB of 3 (half that of a fighter), he had few HP, and could only cast 1st level spells due to splitting his abilities so many ways. Sure, as a character in a book he sounds awesome, since he can do so many things, but as an asset to the party? A straight fighter, or a cleric, or a wizard with an attack bonus high enough to hit monsters, 3rd level spells and so on would have been far more useful.

Remember; your most previous resource in combat is often time. There are never enough rounds to cast all the spells you want, and fighters can always use more attacks. When you build a character think about this: You are walking along a hallway, you run into a group of orcs: When do you do? A fighter will hit something: The cleric buffs the fighter, the wizard casts a spell, the rogue tries to flank of slip into the shadows or something (Can you tell which class I never play?). Or for the more epically inclined of you, what do you do when you when you burst into the throne room of the evil wizard-king moments before he completes his ritual to destroy the world? The base class person knows what to do: The multiclass person doesn’t. Do you cast a first level spell at them? Do you charge into battle and go squish? What can he actually do to HELP the party? (Not much).

I’m using D&D terminology here, but this can also happen even more easily in point-buy games. It is very temping to grab skills willy-nilly all over the place, and stock up on cool advantages and whatnot. However, you should sit back and go “How will I help the party?”. Most of my examples are from combat, but it doesn’t have to be: One of my old GURPS characters Dalton had a special ability that let him see the past of items (Very useful in an investigative game), some combat skills, and more antiquities skills. Which, in an occult investigation game, was quite useful. In that game, that ability was usually worth more then another bruiser. I had a very fixed idea of how I wanted him to help the party when I built him, I didn’t just randomly pick skills out of the book.

So, when making a character and thinking of doing some multi-class combination think: How will this play in combat. Will my abilities help the party out? Am I worth taking over a fighter, wizard, cleric or rogue, or am I going to be a drag on the party? Also remember; Bards at least have charisma, skills and bard song. If you can’t match that, just play the freaking class they built into the game.

Well, so much for this series. I hope you’ve enjoyed it, and that I’ve made you think about making characters in a slightly different way.

Until I think of something else to write about, stay geeky.
—Canageek
 

Published in: on May 20, 2013 at 9:12 am  Comments (8)  
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