Welcome to 2019!

Bit late to the party, I’ll admit, but welcome to 2019 everyone! This past year was…interesting. Definitely low points, some personal, some societal. On both fronts, though, 2019 seems to offer hope, so I choose to focus on that.

You’ll start to notice some small changes around the site in the coming weeks and months. I’m committing myself to a three post a week schedule, which will shake out to be a post over at The Rat Hole on Mondays, with two posts here either W/F or Th/Sa. I’m a happier Renaissance Gamer when I’m writing, so I’ve made time for myself to do that every day.

Two new projects are starting this year as well. I have promised myself that 2019 is the year I publish something for TTRPGs, hopefully several somethings. I have a short side-trek adventure ready for other eyes and playtest, that I hope to publish to DriveThruRPG or DM’s Guild in February. I’ll talk that up more when it’s ready, but as a teaser, check out the snazzy logo for my imprint, Prairie Dragon Press. It’s one of two logos by my pal and local designer Mike Kendrick (@ironcladfolly on the Twitters), and if you haven’t seen his work before I highly recommend it. He also did some poster art for the Pure Speculation Festival, and he is super talented and a joy to work with.

The second logo is for something I soft-launched last year, and am ready to push further this year. The Canadian Library of Roleplaying Games is going to be a bit more public this year. While I will continue to build up from my rather small collection of books, art, and memorabilia, I also want to start on the library’s other purpose, outreach and education. To start that will mean working with local cons and such to set-up displays and demonstrations. But eventually I’d like to expand that to the rest of the province and Western Canada. I’m also building out the Library’s website, including a database of what’s in our collection. So look for more of that in the coming months as well.

And while I’ve threatened to do it for years, I think this year is when I’ll also start podcasting. Between the new publishing imprint and the Library I’ll certainly have enough to talk about. In fact, the podcast will likely be focused on the Library, with occasional updates on other things. There are all sorts of folks I’d like to interview and chat with regarding TTRPG history, specifically Canadian industry history, and I hope that will be of interest to to other gaming nerds.

That’s all the updates I have right now. Monday will have a link to the Rat Hole article when it’s up, and regular service begins this coming week. Welcome to 2019, everyone! May the dice be ever in your favour!

December RPG Blog Carnival: Magical Weather

This month’s RPG Blog Carnival is courtesy of Dice Monkey, all about weather, something that, as I grew up in the Canadian North and currently live on the Canadian Prairies, I am all too familiar with. I try to include weather in my campaigns whenever appropriate, as it can add mood or texture to an encounter which might otherwise be straightforward or dull. In my current home campaign weather is particularly strange, as a magical cataclysm has altered weather patterns and sometimes causes weather events to have strange effects.

Below is a quick list I use in my campaign for strange weather phenomena (doo-doo-de-doo-doo!) on the fly. I don’t use it every time it rains, snows, and so on; the strange becomes commonplace with too much repetition. And while my strange weather comes about as a result of magical contamination, you might have other reasons for weird weather in your campaign. Perhaps a location, item, or being of great magical power is warping the weather around them. Maybe it’s a side effect of the casting or particularly powerful spells (7th level or higher) or rituals. Whatever the reason, feel free to use this list or make up weird weather of your own.

  • Perfectly normal snow is falling (and accumulating) on an otherwise warm but cloudy day. OR, if it’s winter, the snow falling is any other colour but white.
  • Falling rain or snow is invisible, though it becomes visible as it pools or accumulates.
  • High winds make it difficult to walk in any direction, except the direction the wind is blowing from. All movement is considered difficult unless walking directly into the wind.
  • Perfectly normal rain is falling on an otherwise freezing winter’s day, puddling as normal. OR, if it’s not winter, the rain is a random colour.
  • Rain or snow falls as if under the effect of a feather fall spell, basically in slow motion. Creature in the area can move as normal.
  • Pick one character. The wind talks to that character for 1d6+1 hours over the course of the day. You can decide what sort of personality the wind has. No one else can hear the wind except for that character. Note: the wind goes everywhere, so this might be a fun way to impart campaign information to the player, as long as they don’t assume they’re imagining the whole thing.
  • Perfectly normal rainfall, except it rains straight up for 1d6+1 hours. While all other gravity remains normal, rain will puddle on the underside of anything not protected from the rain. When the effect passes, all accumulated rain will fall normally to the ground.
  • An aurora appears for 1d6+1 hours in the middle of an otherwise normal day.
  • Pick one character. That character notices that the clouds seem to take a form relating to whatever they are thinking about at the time. Experimentation will reveal that they can, in fact, make the clouds take whatever shape they think of. This effect lasts for 1d6+1 hours.
  • If spring/summer, the party wakes to find all their water and other liquids frozen as if left out in the cold. If fall/winter, the party discovers all of their liquids to be very warm, as if left in the sun on a hot day. The liquids return to normal temperature within 1d3 hours.

Do you use strange weather in your game? What sort of effects do you use? Drop a note in the comments!

The Rat Hole for December 10

Heya, folks! Every Monday (almost) I post over at The Rat Hole, and so I thought I would link to those posts here so you don’t have bookmark two sites if you want to stay on top of my bullshit.

This week over at The Rat Hole I talk a little bit more about Everything is Dolphins, an indie game from the Eighties, and the scenario I worked up for our local TTRPG convention, IntrigueCon. I hope you like it! We’ll see you Wednesday for regular Renaissance Gamer shenanigans.

Recommended Viewing

YouTube continues to deliver a plethora of tabletop related videos this month. Experience Points finished up the second season of its titular series and teased a third season, then began delivering an excellent new series. Thanks to folks on Twitter I also discovered some new channels and shows in the last few weeks. Let’s take a look at some of what I’m watching right now.

Before we do, though, I want to say thank-you to local artist Tsukino Hikaru (@mystarseed) for my swell new Twitter and blog icon. It was time for an update to my still excellent old chibi icon, and I think this is the perfect replacement. If you’re interested in getting some art done for yourself, I highly recommend checking them out.

On with the show!

All Hail Yog – As mentioned, Experience Points wrapped its latest season with a heartwarming finale. Rather than have us stare into the void until the hoped for Season 3, they have delivered a new series aimed at the darkness in all of us. All Hail Yog is an actual play series focused on a group of evil characters carrying out the will of their patron, Yog. Set in the same campaign world featured in the Experience Points series, we follow four truly despicable villains as they work together to steal a newborn elven child, heir to the Wood Elf throne. The shows feature Timothy J. Meyer as the DM, with equal measures scenery chewing and subtle menace from the four players (Kate Enge as Agnoment, Heather Lore as Desdemonia Malice, Cody Bushee as Dr. Hughbert, and Paul Vonasek as Erick Idylvain) Why does Yog want the child? Can our, er, heroes worm their way into the Elven kingdom and steal the child? Will the Doctor’s Beloved get her deer ear? Find out in this interesting look at what the villains get up to while the heroes are away.

The Crafting Muse – I’m always on the look-out for new TRPG crafting inspiration, so when I received a recommendation for this channel I was intrigued. Having watched a number of videos now, I can honestly say The Crafting Muse is now in my top five crafting resources online! Her videos mix clear instructions, obvious skill, and interesting projects in an almost perfect blend. Every video I’ve watched so far has included something which would enhance my gaming table and impress my players. Alongside the usual table top terrain builds, you can also find videos on dice towers, dice bags, custom notebooks and more. Regardless of your skill level as a crafter you will find a broad range of projects you can jump into. The host, Vee, is a funny and charming instructor, and has worked to build a positive community around her channel. Besides YouTube, you can find The Crafting Muse on Facebook, and join in on Wednesday live streams to meet other crafters. All in all, a great channel and a great experience.

Be Bold Games – As much as I love watching board game actual plays, sometimes I just need a quick, easily digestible breakdown of a game. Be Bold Games delivers that for me, in a fun, earnest way that I find uplifting. Almost every video is under ten minutes, and many are under five, perfect for getting a snapshot of a board game. And every video is packed with her obvious enthusiasm for board games! From the costume and setting designs right down to the various themed presentations, Bebo’s love of the material shines through, and that is inspiring. Her game summaries are clear and concise, and just what I need to decide if a game is in my wheelhouse. I particularly love her focus on accessibility and inclusivity, two key lenses for anyone in games media. Besides excellent game summaries, you can also find product reviews and interviews with game designers and publishers. If you love board games I highly recommend this channel. You can do worse than to start your day with a coffee and a Be Bold Games video.

That’s three from me, but I want to hear from you! What are you watching right now that inspires you? Drop a comment below and share!

November RPG Blog Carnival: Worldbuilding

This month’s RPG Blog Carnival is all about world building, something I’ve been doing a lot of for my two D&D 5e campaigns. I thought I’d share a little something from the primer I created for my players to help give them a sense of the world.

While I generally kept the mechanics of the various PHB races as written, I changed the backgrounds of almost all the races to better fit the events of my campaign world. I made two big changes right at the start. First, only some of the playable races are native to the campaign world (dragonborn, dwarves, halflings, humans, half-orcs, and tieflings) while the rest derive from the invader races (elves, dark elves, gnomes, half-elves). Second, I try to refer to them as “species” rather than “races”, as I later intend to make a distinction between a character’s species and culture when I flesh out the game world.

So below is my quickie primer on the species of my campaign world. I’ve stuck with the native species for this post, and I’ll talk about the invader species in a later post.

Intelligent Species Native to Cotterell

Dragonborn

Dragonborn are a race created by the Draconic Empires to fight in the Gate Wars. A dragonborn is created in one of two ways. The first involves an arcane process kept secret by the Empire, by which the dragonborn are gestated in an egg and hatch as almost fully-formed adults. This process involves the passing along of racial memories, so the “Eggborn” are able to mature very quickly into adult dragonborn. The second involves the arcane manipulation of an infant or very young child from another race, to change them into a dragonborn. In this case the “Created” must be raised as normal, as it is not possible to transfer racial memories during this process.

While it was not conceived that the race could or would ever breed true, to the surprise of the Draconic Empire that came to pass shortly after the Cataclysm. These naturally born offspring are still hatched from an egg, and racial memories do seemed to be passed along, though the infant must still be raised normally. However, maturity is still reach sooner than with a comparable human infant; puberty is reached by age 5 or 6, and such dragonborn are considered young adults by age 10-12.

Telling them apart from each other ranges in complexity. It is easy to tell a Created from the other two types of dragonborn; unlike the Eggborn and natural born, the Created have no tails. Telling the difference between naturally born and Eggborn can be more difficult, though not impossible. Generally the Eggborn are less socially well-adjusted than their natural born cousins. Racial memories do not include social interaction, so while they are not generally unfriendly, the Eggborn tend to be more socially awkward and bad at picking up on social cues. And of course, any dragonborn child encountered can safely be assumed to be a natural born, as long as it has a tail.

Dwarves

Even before the Gate Wars and the Cataclysm, Dwarves were divided into two distinct groups. Mountain Dwarves avoid contact with other races, remaining in their Great Halls (cities) under the mountains across Cotterell. Even when called to war, they fight in full suits of Dwarven steel armour which utilize full helms which they never remove except in private. Only on the rare occasion that another race is granted audience with a Dwarven ruler, is there the possibility of seeing a Mountain Dwarf’s face. It is uncertain whether this restriction is societal or religious, as no Dwarf will speak of it even if questioned.

Hill Dwarves, on the other hand, maintain contact with other lands through trade and commerce, and make-up what would be considered the diplomatic corps for the Dwarven peoples. They predominantly live in communities built near both Great Halls and other cities, the better to facilitate trade and diplomacy. Except under exceptional circumstances, if you see the smiling face of a dwarf outside of the Great Halls, you look upon a Hill Dwarf.

Halflings

Due to the Faewild Gate opening in the heart of their lands, and the subsequent Cataclysm laying waste to that same territory, halflings are a largely displaced population. Both agrarian and inventive by nature, the halflings were largely responsible for the innovations which allowed cities swollen with refugees and survivors after the Cataclysm to be able to eke out enough food to survive. They were among the first races to begin pushing out from the cities once it was deemed safe, reclaiming useable farmland a few feet at a time, if necessary. Eager to reclaim what was once theirs, halflings were also among the first races to fund and/or lead trade caravans (restoring overland contact between the Survivor Cities) as well as expeditions to explore further into the countryside.

Half-orc

Before the Cataclysm, the Orcish City States were centres of learning and knowledge, home to universities and libraries unparalleled except in the Dragon Empire. While much history has been lost, however, it is still remembered that the Orc City States rode to fight alongside Cotterell in the Gate Wars, and they suffered losses just as great during the Cataclysm. Greater, some might say, as the orcish cities relied heavily on magic and so were severely disrupted during the Cataclysm. They also came under the heaviest post-Cataclysm attacks, being closer to the Faewilde Gate. So complete was the disruption and so overwhelming the attacks, each orcish city chose to flee with as much of their collection of knowledge as they could carry, becoming nomads. Each nomadic group is charged with the protection, preservation, and adding to of the knowledge they carry. They have done so in the centuries since the Cataclysm, with the hope they may one day rebuild their cities and make this knowledge safe again.

So while Orcish ancestry may be considered odd and even undesirable to the rare few, there is no widespread prejudice against half-orcs. It should also be noted, the term “half-orc” is used to describe any person with obvious signs of orcish ancestry, regardless of how far back that ancestry entered the bloodline.

Tieflings

Tieflings are a comparatively young race, as they came about as a direct result of the magical contamination following the Cataclysm. Borrowed from the Fae, the word “tiefling” roughly translates as “spoiled” in the Common tongue. No one is quite sure how it happens, but a small portion of children born among all races come into the world bearing the mark of magical contamination. Some have odd hair or eye colours, while others may sprout horns, grow a tail, or manifest wings. Whatever the outward signs, that person will also manifest strange abilities and magical aptitudes.

As noted above, Tieflings can derive from any of the other species. While there may be mistrust and discrimination on a case by case basis, there is no widespread stigma to being a Tiefling. For many people, the existence of Tieflings is simply a daily reminder that the Elves still have much to answer for.

What do you do for races/species in your campaigns? And don’t forget to check out the other RPG Blog Carnival entries for this topic.

From the Campaign: Fae Trickery

I am always on the lookout for ways I can make magic seem more…well, magical, in my tabletop games. In most systems the use of magic seems very mechanical, and undercuts the mystery of using mystical power to shape reality. The Vancian systems of D&D are perhaps the best example of a very mechanical approach to spellcasting and magic. So much so that players are often more concerned about the spells behind the magical effects they encounter, than the wonder of the effects themselves.

In my current D&D 5e campaigns especially, where the characters live in the aftermath of a magical Cataclysm**, magic is not always as mechanistic as the PHB would lead you to believe, at least for other species. To explain the very formulaic Vancian style system, I’ve labelled the arcane spells in the PHB as “new” magic. While pre-Cataclysm mages could simply bend raw magic to their will, post-Cataclysm mages discovered that if they didn’t follow rules for safe methods of casting, the magic would often backlash and harm them or the folks around them. Where spells were previously highly individual creations, now they were rote, with little variation between casters.

Using that as a base, then, allowed me to look at how other species would approach magic, especially in the wake of the Cataclysm. Since the Fae are such a key element of my campaign world (and one which both my campaigns are going to encounter soon), I knew I wanted Fae magic to heavily conflict with how my players might understand magic to work. So the first thing I decided was that the Cataclysm had not harmed the Fae ability to manipulate magical energy. If anything it enhanced it, as the resulting magical contamination brought magic energy levels closer to what they were in the Fae Wylde. The remaining Fae were much increased in power and ability, and took no time at all in reverting to their previous tricksy ways.

My first encounters between my players and the Fae are going to be relatively benign; some of the small folk playing tricks on them, unseen, over the course of days or weeks. Ideally I’ll tailor those tricks to the characters and what they are doing at the time, but it’s also helpful to have some tricks on standby, in case I need a random faerie effect, or I need to show the players something happening to an Dungeon Master Character. So here is a list of Fae Trickery I put together for my campaign, so I’d always have some mischief at hand. Nothing listed here is directly harmful, nor does anything on this list reference specific spells from the PHB or other sources. If you are using these, or making up your own, feel free to very vague about how the effects are created. If the party wizard breaks out detect magic, you can be very non committal and make it clear that for whatever reason, these magical effects don’t seem to be following the usual rules. Most of all, have fun with them; the Fae certainly would!

  1. Whenever a character speaks, instead of speech, animal noises come forth. This happens regardless of which language a character is trying to speak. Especially fun if multiple characters are affected. Make sure to allow the players to speak to you, but characters can only communicate with animal noises.
  2. Pick your favourite colour, or one you know the player hates. Their character’s skin is that colour until their next long rest. Or hair. Or eyes. Or and hair and eyes.
  3. Until their next long rest, everything the character drinks tastes like warm vinegar.
  4. Until their next long rest, everything the character eats tastes like unseasoned oatmeal.
  5. Upon examination, the character discovers all their mundane belongings have been switched with those of another character. Extra trickery: they have been switched with those of a nearby (within one mile) Dungeon Master Character.
  6. A songbird follows the character around until their next long rest. Whenever that character tries any sort of diplomacy or persuasion, the songbird bursts into dirty limericks featuring whomever the character is trying to charm.
  7. The character wakes to discover brightly coloured fungus has grown over parts of their body (how much and what types are up to the DM). The DM can decide what, if any, effects the various fungus might have. The effect is not painful in any way and clears up by the end the character’s next long rest.
  8. Pick up to three pieces of a character’s mundane gear. These pieces of gear are now animated, acting with a will of their own. Feel free to give them distinct personalities, which are perhaps at odds with the character. If this is an item or items the character has mishandled in the past, perhaps the item bears a grudge? This lasts until the end of the character’s next long rest.
  9. Until their next long rest, the character “hears” inanimate objects. The character can understand all inanimate objects within 20’, which turn out to have a surprising amount to say; their hopes, their dreams, complaints about misuse, and so on. This may make mundane chores like chopping wood (or starting the fire with that wood) absolute horror shows. No one but the character can hear these voices.
  10. Until their next long rest the character is swarmed by small woodland creatures and songbirds, who try to assist with every task they attempt. Animals like rabbits and squirrels will try to help, and the birds will whistle a jaunty tune to inspire the character in their task. None of this will be truly helpful, of course, especially for the party rogue…

I’ll come back and add to the list, but you get the idea. In each of these, I’m not at all concerned with what spells create the effects, as there shouldn’t be a direct connection between “human” magic and what the Fae can do. Though it would certainly be fun to hear the party wizard try to explain away his chartreuse skin and striking emerald green hair.

Have a faerie trick of your own? Drop them in the comments!

**In short, Elves from the Fae Wylde opened a Gate to the Kingdom of Cotterell approximately 1000 years before the events of my campaigns. They couldn’t close it, and the Night Fae they were fleeing poured through after them, leading to an unexpected war with reluctant but necessary allies. Almost five hundred years later, the Elves and other races came up with a plan they thought would close the Gate. They were right, but the resultant explosion of magical energy blasted a caldera hundreds of miles across centered on the Gate location, and swept the world with a wave of tainted magical energy. This event became known as the Cataclysm, and resulted in world-wide devastation, magical contamination, and the people of Cotterell pulling back into coastal cities to survive the now hostile lands crawling with magically-created aberrations.