Friday, April 28, 2017

How to handle Weather in any RPG Game

The problem:
Weather is never an easy subject. On its face, it looks simple, but let’s consider the real world that any game system would have to model. Weather is driven by Chaos Mathematics, which means that tiny changes can cascade into monumental consequences. A butterfly flaps its wings somewhere at the wrong place and time and you get different weather 2000 miles away and five days later. So the reality is difficult to reduce to a simple simulation, which is what you need for an RPG.
Of course, we’re not necessarily all that interested in accurately modelling real-world physics. It’s a game, and simulation verisimilitude can and should be sacrificed in the interests of play-ability as necessary. But even then, there are other problems that make weather a difficult subject to handle well.
Weather is a non-static system, where one day’s weather influences, but does not dictate, what happens tomorrow. That means keeping track of day-to-day events and ensuring that the trend, over many game seasons, reflects the climate that has been deemed by the RM to be appropriate to the geography in question, while still providing the degree of randomness that’s necessary to making it feel real.
Build Your Weather a Year in Advance
If the location of the story is going to be fairly predictable, then determine your weather a year in advance, or for as long as you think PCs will be in the region. (I once calculated weather for a whole decade because I was RMing a home base campaign.) This not only gives you an answer for every day of the campaign for a long period of time, but it helps you do this bit of campaign planning in one short sitting.
If the location isn’t predictable, you’ll need to create weather on a shorter term basis, or possibly mid-session.
Weather Should Affect Game-play
Make the weather affect the game. How does it impact the PCs? How does it impact their foes, locations, encounters, and plot points? If you’re going to put thought and effort into generating weather, then put it to use during encounters and situations.
Weather for pure flavor is great and is a minimum requirement. Use weather as another way to provide detail and description. Yesterday the smithy was where the PCs dropped off gear for repairs. Today it’s a wet and cold place because a chill wind is blowing rain under the awning and into the work area, and wide streams of water flowing off buildings and through the middle of streets makes everyone clutch capes and hoods tightly as they dash between places, leaving no room for identification, much less chatter.
It also is a good tool for generating hazards. Consider the risks of being cold and wet, the benefit of having the wind at your back, and the look of clear skies for direction. As a bonus, weather can be dropped anywhere outside and provides temporary dangers to make common routes interesting again.
Game mechanics for weather effects are good too. They present the group with interesting options. Is heavy rain coming? If so, should they chance the valley to shave a day off travel time, or take the ridge to avoid flooding, landslides, and other dangers?
So, while we all want realistic weather, please do consider in-game consequences your weather will presents to characters, encounters, adventures, and campaigns.
 Hear is one of the easiest weather systems to use till you work out your weather in your realm.
Step 1: before game day roll 2d10 one tells you the stating weather the other tells you the starting wind
 
Step 2: Every five candles of game time roll 1d100 use chart below.
          If 1d100 = 1or 100 roll of special event weather.
          If 1d100 =2-50   minus one from starting weather and wind total
          If 1d100 =51-99   add one to starting weather and wind total
1.     nice and sunny.
2.     lightly raining.
3.     raining.
4.     raining heavy.
5.     thundering and lighting while raining.
6.     hailing small hail.
7.     hailing large hail players take damage if not covered
8.     lightly snowing.
9.     snowing.
10.                        a blizzard take frost damage if not in shelter.
wind
1.     Blowing from the north.
2.     Blowing from the south.
3.     Blowing from the east.
4.     Blowing from the west.
5.     blowing from the north-east
6.     blowing from the north-west    
7.     blowing from the south-east
8.     blowing from the south-west
9.     not blowing
10.                        Changing direction every few minutes.

Special weather
1.     Animated clouds
2.     Aurora Borealis
3.     Avalanche, mudslide
4.     Ball lightning
5.     Crop circle
6.     Dust devil, water devil
7.     Earthquake
8.     Extreme temperature shift
9.     Flood
10.                        Raining Icicles
11.                        Colored rain
12.                        Meteor shower
13.                        Methane rain
14.                        Radiation
15.                        Raining animals, such as frogs or dead birds
16.                        Reverse magnetism
17.                        Solar wind
18.                        Sundog - illusion of multiple suns caused by ice crystals in the sky
19.                        Tsunami
20.                        Whirlwind


Saturday, April 15, 2017

Lord Senneian's Fantasy Art and Comics: Character Design

If you Play Mazith or any RPG and you want to have your character drawn for you. You should take a look at hiring  Lord Senneian's Fantasy Art and Comics: Character Design:  He is the head of Manabu Games art department but love to draw people's character's so much that he still finds time to do freelance character design at low cost to RPG players. tell him you found out about him on this blog and receive a discount.