May 14, 2013

I Gave My Players a Nuclear Bomb

Actually I gave them two (and technically I gave it to their characters). Am I crazy? This is the embodiment of a game ender. Characters, and the players who run them, can’t be trusted with this much power to change a campaign. Why would I ever give them such a game changer?

Let’s start by putting this into some context. The game I am currently running is a Savage Worlds - Necessary Evil campaign. This is their version of a superhero game wherein the all the good guys were killed off by invading aliens and it is now up to the villains of the world (the player characters) to retake Earth. The setting is near future; a modern world with comic book sci-fi in it (laser guns, etc). In this setting, a nuclear weapon is the pinnacle of weaponry. With a nuclear bomb the characters can kill anyone they want, and a lot of them.

So, back to the original question; why did I give them such a weapon? The initial plan was to present the players with a moral quandary. There is this supervillain who has recently found out the leader of the alien invasion takes psychic damage whenever people within a certain city die (the base city of the campaign and one built by a different alien under mysterious circumstances). In fact, the more people that die there, the more damage the alien leader takes. So this supervillain has decided to kill everyone in the city and hired the player characters to recover a nuclear weapon from a launch silo that was not completely destroyed during the invasion. The PCs know all the background information, thus they were presented with a moral dilemma; use a nuclear bomb to kill the alien leader and 4 million humans and possibly stop the invasion  - or - not use the nuclear bomb and protect 4 million human lives.

The characters ran the mission and made off with two nuclear weapons that were still usable from the silo. And then they told the supervillain that the silo was empty of nuclear weapons that would work. They chose to not use the weapon and protect the lives within the city. But, they kept the nuclear weapon, mostly because they were fascinated by the concept of having a nuclear bomb.

Now I could have decided that there were no usable nuclear weapons within the silo. After all, the moral dilemma had already been presented to the players and the players had already made their decision. But then I was intrigued by the follow-up question; what would the players do with the most powerful weapon on the planet at their disposal? So I let the game go as written.

As a player, I would never expect a GM to hand over such a powerful weapon to the player characters. Doubtless, neither did my players. They probably assumed the weapons would be unusable; basically they were only the draw to run an adventure but that the characters had no real chance at getting a nuclear bomb. And then the truly unexpected happened. They got the most powerful weapon in the world…in their hands…to do with as they desire.

And that is sort of the point of this post. Throw something completely unexpected at the players and their characters. Do this on a meta-game level as well as at the in-game level. There are some meta-assumptions all gamers make. One of them is that the players will never have the ultimate weapon (in this case a nuclear bomb) that functions and that they can use without restriction. Think back to how many adventures and stories revolve around recovering a powerful artifact only to have the artifact be destroyed or otherwise not be recovered (falling into a deep crevasse seems to be the favorite method for doing this).

However, sometimes it is desirable to do exactly that – give the players the very thing no GM in his right mind would give the players. Sometimes we as GMs fear the repercussions of allowing this to happen. “It will destroy the campaign I have spent hours and hours designing!” So what? Let it. Let the players do as they will; the game really is about them after all.

So in conclusion, don’t be afraid to let things go where they will. Don’t second guess your players and deny them the world.

And what did my players do with their nuclear bombs? They buried them in 20’ of concrete below their secret base because they don’t want them to fall into the wrong hands. They may eventually end up using them, but for now they are scared of them – as any player character should be.

May 7, 2013

Your Favorite Module Series

Everyone has their favorite D&D module and often they are part of a series. That said, I am wondering what people consider the greatest module series to be. By this I mean a series of linked adventures that tie together fairly tightly to tell an overarching story spread over more than one module. Granted this sort of accolade is highly subjective, based on game play and nostalgia. A great adventure can be butchered to mediocrity and a poor adventure can be elevated to iconic status by an excellent DM and players.

Here follows a list of many of the well-known module series. There is a poll on the right of this site wherein you can vote. The poll will remain up until the end of the month. If there is a series that you feel is better than those I have listed feel free to make mention of it in the comments.

Scourge of the Slavelords A1-A4
Dragonlance DL1-DL14













 
Darksun DS1-DSQ3
Queen of the Spiders G1-Q1













Desert of Desolation I3-I5
Rappan Athuk 1-3








April 30, 2013

Shop: Zed’s Fruit Stand

This business did indeed start out as a fruit stand. The young Zed Narr has always been a hard worker and he wanted more than to simply be a fruit seller for someone else. First he saved up enough coppers to open his own fruit stand. Then he hired urchins and those looking for any sort of work to sell fruits throughout the city, often with nothing more than a small basket or cart as they wandered the town. Then he began to buy direct from farmers outside of town. Then he began importing fruit until now he is the premier fruit importer, not only of local produce but he also brings in exotic fruit from cities far away. There is talk that he is soon planning on purchasing some farms outside of the city so he has a complete supply chain, as well as broadening the variety of goods he sells.

Zed Narr has a number of fruit stands and moving vendors spread throughout the city. The joke within the city is that there is a Zed's Fruit Stand on every corner; while this is not true, it is close. The produce he sells is of good quality and is shipped into the city every day. It is his network that allows him to continue to sell the fruit cheap enough so anyone attempting to undercut him will do so at a loss.

Zed Narr
Zed is terrified. A few months ago he discovered one of his drivers was smuggling in goods for the Chain Gang thieves guild. When he tried to deal with the situation he was approached by the thieves guild and boldly had his life threatened by them if he did not allow the smuggling to continue. Fearing for his life he kept silent. Since then the smuggling has increased to the point that almost every day one of his transports is bringing in some type of contraband. Since then Zed has become paranoid and irritable, not sure of how to deal with the situation; he is scared for his life, but also scared that the smuggling operation will be discovered and he will take the fall for something he did not do.

Adventure Ideas
-A rare and magical fruit, the bacca, has been brought to the attention of Zed Narr. It is said to never rot and can pass on this luster to those that eat of it. It is also from a land far away. Zed is looking for some adventurers to travel to this land, locate the place where this fruit grows, discover the price of the bacca (or a means to acquire the fruit), and then return with their information. This would be a long journey through foreign and unknown lands rife with adventure.
-The local authorities have seen an increase in the amount of smuggled goods that have entered the city. The situation is made worse by the fact that a highly addictive herb, sarrio, has been one of the contraband. They are looking for someone to investigate that will not be seen as members of the city and the characters fit that description. What will they do when they uncover the beleaguered Zed Narr? What will they do when they have an entire thieves guild out to kill them?

List of Names for Thieves Guilds
 
1)      Brotherhood of Stealth
2)      League of Daggers
3)      Silent Eyes
4)      The False Union
5)      Society of Dusk
6)      The Blind
7)      Shroud of Blades
8)      The Benefice Club
9)      Lodge of the Splinter
10)   The Sly Fraternity
11)   Circle of Blood
12)   The Gold Faction

April 29, 2013

Shop: Yolanda's Bardic Circle

Yolanda's is a clearing house for bards of various types. If a person or organization wants a proficient bard to perform at their function they come here and hire one. They are predominantly musicians and singers; other types of performers, such as jesters, acrobats, mummers and dancers, can be hired elsewhere. They have an excellent reputation of providing top-notch entertainment and the local high society look down on any bard not hired through this shop. While most of their business is local, they are willing to hire out in other towns and there are even times when they will form a traveling show for a season.

There is, however, a dark side to the Bardic Circle. Ten years ago, the husband of Yolanda was killed by a drunken patron and due to the killers political position nothing was done about it. This caused Yolanda to lose faith in government. She saw a blight upon society that needed to be corrected and at times excised. A year later the killer of her husband was found dead, having drunkenly fallen into a pool and drowned. Since then Yolanda and the Bardic Circle has continued their secret agenda of righting the wrongs that government can not or will not. The bards are welcome in all the influential homes of the city and they use this to ferret out the corruption of the city. From there they use magic, blackmail and other coercion, up to and including killing, to influence city policies for the betterment of the populace. Most of this "betterment" is violent revenge for wrongs committed by those above the law.

Yolanda Charr
To outward appearances Yolanda is very outgoing and personable. However, she has a hard inside that can peek out if something touches off her sense of "rightness". Also, despite looking like she is easy to get along with, she is judgmental and she is not afraid to make mention of other people's failings. While she made a name for herself as an excellent harpist, she finds she has little time now to actively play due to running of the business occupying most of her time. This has made her even more bitter.

Adventure Ideas
-A new bard has joined Yolanda's Bardic Circle, Alic Tre'valle. She is a young woman and plays a mean dulcimer. However, she is disturbed by a few of the off-hand things some of the other bards have said within her hearing. She fears there is more to the Bardic Circle than a simple business offering bardic services. She is willing to hire the characters to investigate Yolanda's Bardic Circle to make sure everything is above-board and nothing sinister is going on.
-One of the bards is having second thoughts on the "goodness" of the Bardic Circle's secret agenda. Nik Huck feels the Circle is too quick to use violence to right the wrongs and he is not pleased with some of the things he has been asked to do for the Circle. He has decided to ask the characters to shut down the Bardic Circle but as he goes to meet them, he is killed before he can tell them what he wanted them for, right at their feet. Yolanda had gotten wind of Nik's intentions and had given the order to have him killed before he could disrupt their good work. Will the characters investigate what this man wanted of them and avenge his death?

List of Medieval Musical Instruments
 
1)      Bagpipe
2)      Bladder Pipe
3)      Cornamuse
4)      Crumhorn
5)      Drum
6)      Dulcian
7)      Dulcimer
8)      Cymbal
9)      Fiddle
10)   Flute
11)   Gamba
12)   Gemshorn
13)   Harp
14)   Harpsichord
15)   Lute
16)   Organetto
17)   Recorder
18)   Sackbut
19)   Trumpet
20)   Viol

April 27, 2013

Shop: Xorn Leather

This is a fairly run of the mill leather shop. The proprietor, Sam Tully, sells only leather, but no leather goods; he lets other shops actually manufacture goods. His claim to fame, and the reason he opened a leather shop in the first place, was that he had managed to kill a Xorn when he was younger. He skinned the creature and made enough from the sale of the skin to a magician's guild that he was able to open this business. He still keeps the head mounted in the shop. Since then he has been a middleman selling the skins that others bring him; he has not hunted since then. He will also skin a creature brought to him and then sell it. Ay any given time the shop will have a couple of more exotic skins, such as drake or owlbear, brought in by a group of adventurers, but the majority of the stock is generic, ordinary leather. He will, however, not knowingly sell the hide of a sentient creature.

Sam Tully
He is now middle-aged, 37, and his fairly sedentary lifestyle has caused him to pack on a few extra pounds. For a man who makes a living as a salesman, he has an odd habit of never making eye contact. This is because he constantly feels ashamed. First is that he did not actually kill the Xorn that funded his business. Instead he came across it's corpse where it had apparently died of some injuries it had earlier sustained. When he brought the corpse into town the people cheered him as a mighty hero and he never seemed to get around to clearing up the confusion. Second, is that he later learned that Xorn can be intelligent creatures and the thought of skinning a sentient creatures makes him ill.

Adventure Ideas
-Unknown to Sam, some Xorn exhibit a measure of sentient and intellect. And they are out for revenge after all these years. The characters will likely first meet a band of Xorn as a random encounter, but the Xorn keep coming. The characters will be asked by the local authorities to find out why the Xorn continuously attack and eventually the trail will lead to Sam.
-A special request order has come into Xorn Leather. Sam Tully is far too inactive to actually go and get the hide himself, so he is looking to hire a group of adventurers to hunt down the creature and get it for him, all for a good price. This can be run multiple times, choosing a different monster each time to keep things interesting. The monster to be hunted can be chosen by you or randomly rolled from the following list.
 
List of Exotic Leather
 
1)      Ankheg
2)      Basilisk
3)      Bulette
4)      Carrion Crawler
5)      Darkmantle
6)      Dire Animal
7)      Displacer Beast
8)      Drake
9)      Gorgon
10)   Grey Render
11)   Grick
12)   Hellhound
13)   Hydra
14)   Manticore
15)   Nightmare
16)   Owlbear
17)   Purple Worm
18)   Rust Monster
19)   Umberhulk
20)   Worg