Rogue Games Tabbloid - June 15, 2009 Edition

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15 June, 2009

Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net

ROGUE FEED ROGUE FEED

New Monster Instant Adventuring Party: Just


JUN 14, 2009 05:38P.M.
Add Beer
A new monster has been uploaded. JUN 14, 2009 04:44P.M.

ROGUE FEED Why is it that every time a new campaign begins it starts off at an inn?
Would you want a bunch of drunks watching your back while you sneak
Shoggoth into the dragon’s lair to rescue the princess? This thought occurred to me
JUN 14, 2009 05:36P.M. when the Dragonlance campaign I am playing in started up.

Shoggoth Granted, the generated PCs in Dragonlance have a reason to be meeting


at the Inn of the Last Home. The PCs are friends with a shared history
Armor Class: 6 and are coming together for the first in five years after their unsuccessful
Hit Dice: 12 searches for the true gods. In the modules, a DM is told that if players
Attacks: Pseudopods (3d8) are running their own characters a reasons for their meeting at the inn
Saving Throw: F7 must be given. This then forces a DM to come up with logical reasons as
Special: Immunities, Regenerates to why the PCs are together. For most of the campaigns I have played in,
Move: 10 the first adventure has the PCs meeting at an inn, star port, or even an
Challenge Level: 15/2900 XP Upper Manhattan Italian restaurant. They are thrown together for no
apparent reason, and no explanation for them working together is ever
Nightmarish congeries of self-luminous protoplasmic bubbles, forming explained. It seems as if they stick together solely due to the inertia from
temporary eyes and pseudopods as necessary, shoggoths are eons-old moving from adventure to adventure. I then thought about the
creations of the Eld, using them both as servants and as the raw material campaigns I ran, and I realized I never fell back on the “You meet at an
from which they fashioned many other aberrant servitors. Fortunately, inn” cliché. So, as is always the case with my wandering mind, I started
these original shoggoths — true horrors! — are rare, most of them having thinking about different ways a GM can begin a new campaign. All of the
been destroyed during the turmoil that ended the Eldritch dominion following ideas are ones that I have used in my own games, and have had
over the world. The Thulians in their latter days followed in the footsteps great success with.
of the Eld and created their own shoggoths and it’s these creatures this
entry describes. Eldritch shoggoths are vastly more powerful and would Survivors of a Village Raid
have correspondingly more impressive statistics.
When I started my first D&D campaign, way back in the golden days of
Shoggoths, though amorphous, generally cover a 15-foot diameter circle 1985, I made hobgoblins the major threat. I wanted the players to work
and can attack opponents from any direction. Attacks that roll 4 higher together, with a single event that would bind them. I came up with the
than the needed number (or double the number required to hit) result in idea that the PCs were youngsters, ranging in age from 18 to 20, from a
the shoggoth’s enveloping its target and drawing it into its body, where it small mountain village. All the PCs started at 1st level and I required
will be wholly digested in 12 rounds. Fire and electrical-based attacks do them to work together in fleshing out how they knew each other. To
only half damage to shoggoths, as do all non-magical weapons of any facilitate this, I had each player look to the player on their right and state
sort. Shoggoths regenerate 2 hit points per round and this regeneration how they knew that character. What this did was force the players to
stops only with the creature’s death; nothing else will impede it. think of a back story and allowed them to shape the group’s
relationships. I then had the PCs deal with a hobgoblin raid that saw
their entire village destroyed. As the oldest youngsters in the village, it
was the PCs duty to get the rest of the village children to safety.

Over the next two adventures the PCs dealt with not only a hostile

1
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 15 June, 2009

environment and difficult children, but with the fallout of their village Would you want a bunch of drunks watching your back while you sneak
being destroyed. Families were slain, friends missing, and a way of life into the dragon’s lair to rescue the princess? This thought occurred to me
obliterated. In the end the group had a reason for being together. Once when the Dragonlance campaign I am playing in started up.
the younger children were safe, the players decided that they would have
their revenge against the tribe that destroyed their home. Little did they Granted, the generated PCs in Dragonlance have a reason to be meeting
know that over the next six years of the campaign the players would at the Inn of the Last Home. The PCs are friends with a shared history
learn why their village was destroyed and why the hobgoblins were on and are coming together for the first in five years after their unsuccessful
the warpath. searches for the true gods. In the modules, a DM is told that if players
are running their own characters a reasons for their meeting at the inn
This method worked, because the PCs had a reason to be together. They must be given. This then forces a DM to come up with logical reasons as
shared a common experience, and had a common bond. It did not matter to why the PCs are together. For most of the campaigns I have played in,
that two of the PCs did not care for each other, they both knew that they the first adventure has the PCs meeting at an inn, star port, or even an
were one of the few remaining survivors from their village. The group Upper Manhattan Italian restaurant. They are thrown together for no
had motivation, the PCs had a history, and the players became closer apparent reason, and no explanation for them working together is ever
during the game. explained. It seems as if they stick together solely due to the inertia from
moving from adventure to adventure. I then thought about the
Jail Time campaigns I ran, and I realized I never fell back on the “You meet at an
inn” cliché. So, as is always the case with my wandering mind, I started
Another successful method I have used in starting a campaign, was when thinking about different ways a GM can begin a new campaign. All of the
I had the PCs start off in jail. The characters were jailed for crimes they following ideas are ones that I have used in my own games, and have had
did not commit, and their motivation was to break out, get to safety, and great success with.
clear their names. I used this twice in campaigns, once in a Star Wars
campaign I ran, and once in a D&D campaign. This method threw the Survivors of a village raid
players in a situation were they needed to work together to not only
survive life in prison, but to escape it as well. Having the PCs in jail also When I started my first D&D campaign, way back in the golden days of
gave them a reason to be together. In the case of the Star Wars campaign 1985, I made hobgoblins the major threat. I wanted the players to work
one of the players wanted to play an Imperial Naval Officer who had together, with a single event that would bind them. I came up with the
become disenchanted with the Empire. I knew I wanted the campaign to idea that the PCs were youngsters, ranging in age from 18 to 20, from a
center around the PCs being members of the Rebellion and I needed a small mountain village. All the PCs started at 1st level and I required
logical reason for an Imperial Officer to be with the group. Prison them to work together in fleshing out how they knew each other. To
worked perfectly. facilitate this, I had each player look to the player on their right and state
how they knew that character. What this did was force the players to
The PCs managed to escape the prison, and also managed to get a ship. think of a back story and allowed them to shape the group’s
Once out the PCs had a common bond and they decided to stick together. relationships. I then had the PCs deal with a hobgoblin raid that saw
In addition they all learned that they were framed by the same their entire village destroyed. As the oldest youngsters in the village, it
individual, and they all wanted revenge. There may have been rivalries, was the PCs duty to get the rest of the village children to safety.
but they were still brothers and sisters in arms, bonded not only by a
shard experience, but by a mutual enemy. They lived and survived the Over the next two adventures the PCs dealt with not only a hostile
conditions of an Imperial prison planet, worked towards clearing their environment and difficult children, but with the fallout of their village
names, and had a mutual respect for each other. It was a group decisions being destroyed. Families were slain, friends missing, and a way of life
that led them to joining the Rebellion, and it was as a group that they obliterated. In the end the group had a reason for being together. Once
fought the Hutts and the Empire. In the end it was also as a group that the younger children were safe, the players decided that they would have
they buried one of their own. their revenge against the tribe that destroyed their home. Little did they
know that over the next six years of the campaign the players would
There are other ways to start a new campaign, but for me the above two learn why their village was destroyed and why the hobgoblins were on
methods worked the best. What they did was provide a basis for the the warpath.
players to work off of, and gave them a common origin that explained
why they were together. It also put some of the work onto the players, This method worked, because the PCs had a reason to be together. They
forcing them to think about their character’s background and come up shared a common experience, and had a common bond. It did not matter
with a history. It is one thing for the cleric and thief in the party not that two of the PCs did not care for each other, they both knew that they
liking each other. It is another thing for Roland to be angry with Justin were one of the few remaining survivors from their village. The group
over a girl. This early history also provides enough plot hooks to use for had motivation, the PCs had a history, and the players became closer
more adventures, and provides a group history to build a campaign on. during the game.

Why is it that every time a new campaign begins it starts off at an inn? Jail Time

2
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 15 June, 2009

Another successful method I have used in starting a campaign, was when


I had the PCs start off in jail. The characters were jailed for crimes they thoughts
did not commit, and their motivation was to break out, get to safety, and
clear their names. I used this twice in campaigns, once in a Star Wars
campaign I ran, and once in a D&D campaign. This method threw the
players in a situation were they needed to work together to not only
survive life in prison, but to escape it as well. Having the PCs in jail also
gave them a reason to be together. In the case of the Star Wars campaign
one of the players wanted to play an Imperial Naval Officer who had
become disenchanted with the Empire. I knew I wanted the campaign to
center around the PCs being members of the Rebellion and I needed a
logical reason for an Imperial Officer to be with the group. Prison
worked perfectly.

The PCs managed to escape the prison, and also managed to get a ship.
Once out the PCs had a common bond and they decided to stick together.
In addition they all learned that they were framed by the same
individual, and they all wanted revenge. There may have been rivalries,
but they were still brothers and sisters in arms, bonded not only by a
shard experience, but by a mutual enemy. They lived and survived the
conditions of an Imperial prison planet, worked towards clearing their
names, and had a mutual respect for each other. It was a group decisions
that led them to joining the Rebellion, and it was as a group that they
fought the Hutts and the Empire. In the end it was also as a group that
they buried one of their own.

There are other ways to start a new campaign, but for me the above two
methods worked the best. What they did was provide a basis for the
players to work off of, and gave them a common origin that explained
why they were together. It also put some of the work onto the players,
forcing them to think about their character’s background and come up
with a history. It is one thing for the cleric and thief in the party not
liking each other. It is another thing for Roland to be angry with Justin
over a girl. This early history also provides enough plot hooks to use for
more adventures, and provides a group history to build a campaign on.

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Posted in Games, thoughts Tagged: advice, game design, Gaming,

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