Tuesday, August 18, 2015

Game Aid Hints for GMs Part 3

Notes are always a good idea.  You have no idea how many times I've run a campaign and one of my players have remembered some obscure detail and I'm stumped.  So here are a few things I've done to help me remember the small things that sometimes aren't so small.

1) Keep a spiral!  Get the big highlights down, for sure, like NPCs you have to make up on the fly, spectacular fight highlights, and names of buildings you add in.  Anything else you can get down is gravy.  After an adventure, I always re-write my notes, whether in another spiral or on a running word document.

2) Have handy a cheat sheet of character stats.  Hit points, AC and saves are a good thing to have on hand so you can fudge if you need to, (though I know Hackmaster fans always let the dice lay), or roll those sneaky attacks or saves as needed.

3) I also keep a running list of ideas or items I need to expand on.  My daughter got side tracked with a disembodied voice in a ruin she wanted to "save" and named Bob, (for all those Jim Butcher fans).  So I kept a note on that and brought the voice in later for some other adventure.  Little things like this show the players you are paying attention and want them to have fun.

4) Cheat sheet of rules.  Most system have a GM screen with the need to know rules, but if not, make your own sheet up.  Simple things like DC for commonly used skills, common feats, and common battle options, (such as attacks of opportunities or attacks/spells that spawn attacks of opportunities), are good to have on hand.

Tomorrow the all important food.

Monday, August 17, 2015

Game Aid Hints for GMs Part 2

Physical aids are also very helpful when running a campaign.  Depending on the genre the aids may change a bit, but most should be consistent.  Here a few we use.

1) Hex mat and miniatures.  We actually have a square mat, but hex mats would probably be best, since that is easier to see diagonal alignments.  All good game stores sell these and if they don't have them in stock, should be able to get you one.  Miniatures can also be gotten at game stores.  There are a lot of pre-painted miniatures, now, so you don't have to paint them on your own, but games stores will also have non-painted ones and paints to make them as you like.  It's fun, after playing a character for a while, to pick a new miniature out for them.  This is a handy aid so players can see where they are in relation to other players and the bad guys and there is no confusion as to where they placed that fireball.

2) Hand drawn maps.  My husband loves drawing maps for ruins and areas, when he has time.  He use to do so when we were college to add spice to where we were going and we loved them.  Granted, you can always mislead, (on purpose or accident), your players with such maps, but they are fun to add.

3) Scrolls and other written material.  Ransom notes, notes on that secret treasure trove, the secret note to the rival noble, all these are fun to get in physical form and not just described.  It adds depth to what your discussing and if you do it enough, sometimes the players may not actually know for sure what is the important part and what is flavor text so you can keep them on their toes.

Next: Notes for the GM

Thursday, August 13, 2015

Game Aids HInts for GMs Part 1

We've talked in the past about aids some one could use as a GM to help enhance the gaming experience. Let's start with music.

Music can really set the tone for a battle or an intimate meeting.  Why do you think video games spend so much money on having actual orchestras to play their music?  So here are some of my suggestions:

1) For battles, if they are big and epic, or even small ones.  I recommend music from Lord of the Rings, many video games, or other fantasy genre movies.  A lot of classical music is awesome for this as well, (In the Halls of the Mountain King, comes to mind). You can put them on loop for a long battle or pick a huge selection to make sure you have enough.  (We've had a single battle last 5 hours, so be prepared.)

2) For a certain area the party comes upon.  Wouldn't some creepy music for an old tomb be mood setting? Or light, airy music when they come upon a grand old forest housing the ruins of a fabled city?

3) Theme music.  I've mentioned this before, but having a "theme song" for each character is actually a fun idea.  Play it softly in the back ground while they are doing something awesome or character developing!

I know this puts more pressure on the GM, but your players will love the effort!

Next: Physical Aids

Tuesday, August 11, 2015

Magic in Martapa

Magic systems also differ from game system to game system.  Again, we prefer Pathfinder.  We like the time it takes to cast the spells, the possible concentration checks, and the power levels.  If you use my world, there will be some mixing and matching of spells, (such as for the Clan Warriors who have both mage and clerical spells), but that can be done with any system.  Don't get wild and crazy, making the class more powerful by giving out all the powerful spells for both classes to one class, but adjust as you see fit.  It's your campaign and you should have a say in how it runs.  Book rules are great starting grounds for everyone, but after some time behind the GM screen, (or years in my husband and I's case), you get a feel of what will work and what won't!

Happy Gaming.

Monday, August 10, 2015

Combat in Martapa

The combat order, and how it runs, will really depend on what system you are using.  Like I've mentioned in the past, my husband and I use Pathfinder and like it's combat system.  But that doesn't mean you couldn't use any combat system you like.  Some systems have a good, believable rule where if you sustain so much damage you have to make a constitution check, (or something similar), to see if you stay on your feet.  This makes for dramatic effects if fighting a major bad guy, and although he has lots of hit points a PC makes an awesome hit and the fight is still on.  It makes the battle memorable!  Pathfinder has an optional rule where if you fail your save if you take half your hit points, (50 point minimum), you actually die.  Hackmaster has a rule where if you fail the save you are out of combat for a certain amount of time.  I like a nice mix, (the 50 hit point minimum, but no instant death).  Having this rule in play is definitely up to your group, since it is very altering in the outcome of the game.  My point is, any fantasy combat system should work just fine for my world of Martapa setting.

Happy Gaming!

Thursday, August 6, 2015

Alignment in Martapa

Most game systems have an "alignment" system, to say if a character is evil, good or in between.  If you want to do so while playing in the world of Martapa, keep a few things in mind.

1) There are races that are inherently good, (Ancient Elves), and races that are inherently evil, (ogres), but that does not mean they can't harbor individuals that are of a different alignment.  Good ogres and evil ancient elves are not unheard of.  Roleplaying may be difficult and the character may be hated by otherwise good characters or npcs.

2) Best to have characters with Good or Neutral alignments.  While it is possible to play evil in a campaign, it makes it difficult if not everyone in the party is evil.

3) Try to play to your chosen alignment, but don't let it pin you in.  If you are Neutral Good, don't let that box your character in if you think doing something considered evil would be a good character development point, just be prepared for the consequences.  But also remember if you continue to do such things, your alignment should be changed.

Wednesday, August 5, 2015

Equipment for Martapa

For the most part, what ever equipment your RPG system uses, should be good.  The only difference, as a GM, you should worry about is the money system.  On Maratpa the money system is as follows:
2 Half Pennies = 1 Copper Penny
5 Copper Pennies = 1 Silver Eagle
5 Silver Eagles = 1 Gold Ducats
5 Gold Ducats = 1 Steel Knights
10 Steel Knights = 1 Platinum Dragon

To translate into your money system, Gold Ducats would equal Gold coins in any other game system.

Tuesday, August 4, 2015

Feats of Martapa Part 4

Two Arrow Shot
Allows you to shoot two arrows at once.
Prerequisite: 13th level, class that uses range weapons, Deadly Aim, Rapid Shot
Benefit: This allows a character to shoot two arrows at once.  Each arrows attack roll is rolled separately with a -4 to hit for each arrow.  Damage is done as normal.

Thursday, July 30, 2015

Feats of Martapa Part 3

Bonded Mount
Allows you to have a special mount.
Prerequisites: Clan Warrior, Knight, Griffon Rider or by special permission of the GM and level 5.
Benefits: This allows for a 5th level Clan Warrior, Knight, Griffon Rider or special character to have a mount that is a little more above and beyond the normal mount.  The mount, which should be approved by the GM, will have above normal Intellect, be able to mentally communicate with their rider, (which may be spoken language or just mental pictures), and have extra abilities.  I would use the abilities for a Druid Animal Companion in Pathfinder, without the shared spells but with the Paladin's ability to call mount. The mount will be appropriate for the class.  So unicorn or wolf for Wolf Warriors, Griffon for Griffon riders, charger for Knights and so on.  Do not allow exotic mounts unless for a very good reason.

Wednesday, July 29, 2015

Feats of Martapa Part 2

Cast on the Run
You can cast long casting spells in a single word.
Perquisites: Clan Warrior, Intellect of 15, applies only to spells on Clan Warriors must have list.
Benefit: This is the ability for Clan Warriors to cast spells that would normally have a long casting time or a material or somatic component to be cast in one word.  This is a standard action, but the cast time is only the spell level versus the actual cast time.  This feat only applies to the Clan Warrior list, not any other spells the Warrior may know.  This is a bonus feat for all Clan Warriors and they receive it when they can start casting spells.

Tuesday, July 28, 2015

Feats of Martapa Part 1

Many of the RPGs have Feats, or something that augments a character.  My husband and I have always played Dungeons and Dragons and are now playing Pathfinder.  I would recommend, if using my world for your campaign, to use the usual Pathfinder Feats, since there are so many feats in either system.  My world will not have monks, so any "monk" feats would not be available.  The next couple days I'll go over a few extra feats I would add to make my game come alive.

Monday, July 27, 2015

Skills of Martapa

Most of the new, (and even old), RPG systems have skills that allow characters to do certain things, such as craft items or pick locks.  So what ever system your using, most of the skills will fit on Martapa just fine.  Here are a list of skills I would recommend definitely having for Martapa:

Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge skills
Language
Perception
Perform
Pick Lock
Professions
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device

I would also add in Religion, History (Martapa), History (Tridon), History (Ariella), Nobility (Tridon) and Nobility (Ariella).  Your RPG system may have Knowledge skills with similar abilities, but these would be more world specific.

Tuesday, July 21, 2015

Classes of Martapa Part 34

Clan Warriors Part 5:
The Aniwahiya is a code of conduct that all Clan Warriors live by.  It is as follows:

 Above all else a charge's life must be a saved.  A Clan Warrior must not turn on his fellow warrior.  A Clan Warrior will always worship the Gods of Neutrality.  If a warrior worships the Gods of Evil they will be banished and their powers stripped from them.  Death by one's hand is more honorable then the loss of one's charge.  A Warrior's own pleasure comes after that of his charge and must never interfere with his charge's life.  A wolf warrior will be like a shadow to his charge.  (Later, after Moonshade, the charge was never allowed to know their protector because of complications she brought by revealing herself to her charge.)  A Warrior's charge can be taken if the High Council, (all the Clan Leaders), believes the charge or Warrior is deemed unworthy.

Grievous crimes are punished by banishment or the Penitence.  During a Penitence the one charged is tied to a pole and nine arrows are shot into him, one for each Nine major Gods.  If he still lives, they leave him or her to die.

Leaders are chosen by a test and purification. Three days of fasting, blood purification and offerings to Catiana and Targon, then the judging.  The people stand facing the Sunstone and Catiana through the stone will pick the Leader.  This must happen on the fourth day or it must be done again.

Monday, July 20, 2015

Classes of Martapa Part 33

Clan Warriors Part 4: There are 7 clans which a warrior can belong to.  They are as follows:
Wolf
Dragon
Unicorn
Griffin
Pegasus
Lynx
Lion

The Wolf Clan is, by far, the leader of all the Clans, since this is the one Veo Sunstar founded himself.  They are in mid-Taina and range through the Tsalagi Mountains and a little of the lands on either side.  The Dragon, Unicorn, Griffin and Pegasus were the next tier of Clans, founded by Veo's children and spread through out the continent of Taina.  The Griffins are more in the north east, while the Pegasus is more in the south east of Taina.  The Dragons are more in the north west of Taina, while the Unicorn was more in the south west.

The Lynx and Lion clans are in Ariella, with no distinct lines as to where they roam.  They were founded by Veo's grandchildren.  All Leaders of all the Clans, even to the current age in the time of the High King's Sword, are descendants of Veo Sunstar, and have red hair.

In the Clans' height there was  a meeting every five years, taking place at the "capital" of a different clan each year.  This large affair, called the Week of Worship, and as many clan warriors as could tried to make it.  Clans were ruled by a Clan Leader, who was protected by the High Guard, and usually didn't have a Charge of their own.  Under these two groups were the rest of the warriors.  Their position in elven society was above the commoner and even the nobles, though they gain little wealth and spend most of their time either training or protecting their Charge.

Tomorrow The Aniwahiya and the bonding of Charges.

Wednesday, July 15, 2015

Classes of Martapa Part 32

Clan Warriors Part 3: The Warriors on Martapa also receive the benefit of a magical mount at some point after they have become a warrior and have proven themselves.  (I would recommend 5th level or beyond.)  This mount depends on the clan, (which I will detail tomorrow).  If they are from the Wolf Warrior Clan or Dragon Clan they receive a wolf, (with exceptions), the Unicorn Clan receive unicorns, Griffin Clan receives griffins, Pegasus Clan receive pegasi and Lynx and Lion Clans receive lions or Tsula.

For Wolf Warriors they receive wolves as mounts usually, unless they are from the Veo Sunstar's line, (denoted by the red hair).  Then they receive unicorns from a special line.  They were given by Targon to this line because they knew, eventually, Amber Blackwolf would be born into the line and would need the extra magical help when the Chosen were needed.

Dragon Clan also receive wolf mounts except for a special few who bond with dragons.  This is a special bonus, and should only be given for something specially done.  I would not give this out as a mount unless the character is at least 15th level.

Last is the possibility that the Lynx or Lion Clan members will bond with at Tsula, (goat centaur).  They are sentiment, (like the Wolf Warrior special unicorn mounts or dragon mounts), and can make this decision on their own.  I would allow this at 7th level and treat the Tsula like a follower under the Leadership feat.  Otherwise they can have a lion mount at 5th level.

Tomorrow the 7 clans.

Tuesday, July 14, 2015

Classes of Martapa Part 31

Clan Warriors Part 2: The base spell list is as follows.  The Warrior has to have these spells, but can fill his other slots, (sorcerer progression), with other wizard spells.  The Warrior picks the order they receive the spells, but these spells have to be taken first.

0th level
Light

1st Level
Cure light wounds
Shield
Burning Hands
Spider Climb

2nd Level
Blindness
Bull's Strength
Darkness
Resist Elements

3rd Level
Haste
Summon Nature's ally 3
Fly
Flame Arrow

4th Level
Polymorph Self

*Call Dragon
*Create Dancing Sword

*These spells are ones not found in Pathfinder/D&D type settings.  Call dragon is special, where the warrior, in the most dire of circumstances can call on the aid of dragons.  The Dancing Sword spell allows for a free floating sword to be called to fight on their own, (which I believe there is similar spell, but maybe not at this level).  These do not take spell slots but can only be used once per week.  If the Call Dragon one is used this often there will be consequences, since dragons do not like to be called on like servants.

Monday, July 13, 2015

Classes of Martapa Part 30

Clan Warriors: This class might be termed a "prestige" class in some systems.  Clan Warriors are from 7 clans, which will be reviewed shortly, and are warriors who use swords and magic to protect someone of great importance.  Not all Clan Warriors have a "Charge", but all are trained to protect someone.  They can wear leather armor and the weapons they can use vary depending on which Clan they belong to.  Most use swords or bows, and are usually trained in more then one.  They also have small amounts of magic to help heal and protect.  They are more ranger like then fighter like, but aren't necessarily very in tune with nature.

They gain spells like a sorcerer, (so not every level), and are limited to a list which I will do tomorrow.  They gain diplomacy and a free language of their choice as extra skills.  They do not take a penalty for casting spells in leather armor.

Thursday, July 9, 2015

Classes of Martapa Part 29

Mages and Wizards:  These are technically two different classes on my world, but are set up pretty much the same way.  They are people who study the arcane and wield magical energies like some people wield swords.  They can wear only cloth armor, anything else will hinder their spell casting.  They use staves and daggers, but not many martial weapons.  They gain all the knowledge skills as class skills with a +3, (though they have to pick what their local knowledge would be at).  Some have familiars, creatures who help them with their magic, but they do not need them to be the most powerful they can be.

The major difference between mages and wizards comes from where they gain their power.  Targon rules the mages, and so most mages use only good or neutral energies to cast their spells.  They do not drain life energies or work with undead.  Where as wizards gain their spell magic from Kahalla and work almost exclusively in necromancy.  In game terms wizards would be necromancers, while mages would be all other arcane schools.  Mages aren't bared from necromancy, they just can't use anything that deals with undead or draws from others.  Cause Fear and Chill Touch would not be bared to Mages, (though they would be harder for them to cast), but Command Undead would definitely be off a Mages spell list.  Any necromancy spell uses a spell slot one level higher for a mage to cast.  Wizards can cast all mage/wizard spells, but anything which brings life, such as the spell False Life in Pathfinder, they would find hard to cast.  (Has to be cast using a spell slot one level higher).  Wizards are always some sort of evil, where mages can be good or neutral.

Wednesday, July 8, 2015

Classes of Martapa Part 28

Rogue Class: These people are out for adventure, wanting to see what is around the next corner, in the next hallway, in the next room.  They are good at finding their way into in accessible areas, unlocking doors and disarming traps.  Any race may hold one of these adventures people, though Akicitia are less likely to be rogues since they are a very open and honest race.

Rogues can wear leather armor, use small weapons such as daggers and short swords and gain a bonus for attacking from behind.  They gain the skills of remove traps and pick locks, (or the equivalent).  They are able to sneak in the shadows and can pick pockets. They gain knowledge: dungeoneering as a class skill with a +3 bonus.  Otherwise just stick to your base thief class for your system.

Tuesday, July 7, 2015

Classes of Martapa Part 27

Rangers: These people are men and women of the woods.  They know how to traverse the wilds, how to find food, water and good paths to get where you are going.  They aren't always the most friendly of people, but if you want to know how to deal with a certain threat from a predator or humanoid, they are the people to go to.

Rangers are proficient in bows, crossbows, hand crossbows, and most other range weapons, as well most swords, spears and axes.  They don't usually wear more then leather armor, but they can wear mail if they want.  Any skills that have to do with surviving in the out of doors are considered a class skill and they gain a +3.  Like many other ranger classes, the ranger has a foe they are knowledgeable in. Some rangers have animal companions, but most like to be loners.  (Depending on the system you are using they may or may not be allowed the animal companion.  If they can, just use the rules given in your system.)