Thursday, May 18, 2017

Creating A Good Adventure



Creating A good Adventure 

Generally, a good Roll-playing session boils down to two things: “As a GM, did I have fun?” and “Did my players have fun?” When making an adventure, start with things that you know you like. Do you enjoy combat more or frustrating you players with puzzles? Maybe you like talk play sessions were plays spend a lot of time talking with each other or NPCs.

From there, think of what your players love. This can be a genre of game play; some players love combat, some love storytelling, and so on. It can be a genre of fantasy, like sword and sorcery, epic fantasy, or science fantasy. The classes your players chose have a lot to say, too; if one player rolled a monk, they may want cinematic action, while a rogue player may prefer a game with lots of passing notes to the GM.


CHOOSE A PATH

With this in mind, choose a genre of game play to center your adventure around. There are four major paths of game play: Travel, Talk, Combat, and Puzzle. Every adventure has a little bit of each, but it helps to choose one path to focus on. When in doubt, what do the players want to do? Get somewhere, Talk with someone, Search the room, or pick a fight?

Each path lends itself to a certain mode of play. A classic dungeon crawl lends itself to exploring ancient ruins and fighting its inhabitants, with minimal diplomacy put a good chance of puzzles. The typical wilderness adventure is strongly focused on traveling from pace to place, often in search of a specific person, place, or thing. It’s about equal on the interaction and combat pillars, since sandbox settings give characters a lot of leeway on whether or not they want to fight or parley. An intrigue adventure puts diplomacy front-and-center, with most of the major conflicts being resolved through role play and not “roll-play.” Combat often takes place when negotiations get too hot or assassins arrive in the night.


MAKE A PLAN

You have two big ideas floating in your head: where the fun is and the angle of approach. Now it’s time to draft this baby. Let’s assume that your adventure can be finished in a single game session. If you want to tell a story with your adventure (as opposed to simulating reality, which doesn’t abide by any rules of storytelling), consider using the classic three-act structure as a framework.

Act I is setup. Jot down any plot hooks that will draw your players into this week’s adventure and the NPCs they’ll meet early on.  Act I establishes the important characters, places, and objects of an adventure and why the PCs should care.

Act II is the beginning of the adventure. In a dungeon crawl, it may be the first half of the dungeon itself, or maybe the journey to the dungeon. In a mystery adventure, it’s investigating the crime, grilling suspects, and gathering clues. If you do anything in the middle of an adventure, make sure you build tension, so that it all can be released in Act III.

Act III is the climax and resolution of the adventure. In order to talk about it better, let’s talk about the Five Room Dungeon. The concept is easy; most dungeons in published adventures are designed to be explored over the course of multiple sessions, but a five-room dungeon can be completed in the course of a single game. The five rooms follow this simple pattern:

Entrance and Guardian. The PCs have to figure out how to get inside.
Puzzle or Role playing Challenge. After fighting or sneaking their way in, the PCs now have to change gears and use their smarts or charm to progress.
Trick or Setback. Whether it’s a spiked pit trap or a monster with a specific weakness, something happens that catches the PCs off-guard or otherwise makes them re-evaluate their strategy.
Climax, Big Battle, or Conflict. The grand finale! If the PCs have been hunting a dragon, this is its lair. If they’re negotiating a prisoner’s release, this is the courtroom scene.
Reward, Revelation, Plot Twist. This is the completion and the sequel hook. Sure, the PCs found the golden idol they were searching for, but the ruby eye that grants wishes is missing! And left behind is the taunting note of the treasure hunter who got there first…
Notice how these five rooms cover both Acts II and III. Rooms 1 through 3 are Act II, building tension and danger, which then reaches a climax in room 4 and is resolved in room 5. This simple framework is so broadly applicable that it can even be used for adventures that have nothing to do with a dungeon, instead becoming a sort of flowchart of locations, events, or even relationships. if you create branching paths between points of interest, your players will have choices that let them meaningfully interact with the game world.


FILL YOUR ADVENTURE

This is the home stretch. You’ve already molded your concept into a working adventure, now you just need to put some meat on those bones by filling your adventure with traps, terrain, and monsters. When creating encounters, think about more than the experience points and encounter balance (though those are important). Think about how the terrain can create a more interesting scenario than two Goblins in a large, open field. Exciting terrain could be as simple as increasing the elevation every few feet, or it could be as fantastical as an upside-down waterfall with bizarre gravity that sucks all nearby creatures into it.


BE PREPARED TO THROW IT ALL AWAY


Our final word: no plan ever survives contact with the PCs. Run your adventure with confidence and excitement, but don’t get too attached. Remember that you can change anything on the fly if the PCs haven’t seen it; none of it exists to your players until you say it does!




Bonus 


here is a random plant from the Mazith Plant Handbook 


 His and hers grass
This grass grows in patches some will be blue some will be pink if a pregnant women that is with in first trimester eats a hand full of this grass depending on the color will change the sex of the unborn children to match, blue for boy and pink for girl.




Tools you may need:

Thursday, May 11, 2017

Sanity and Roll playing games

Sanity And Roll playing Games 


As a Game master it is often fun to have a little crazy added in to the game session. We all know that it can make for great game play to have the players interact with a NPC that's just not all there upstairs. What about allowing a or even forcing player character to play a crazy person? Have you ever thought wow if I had just gone though what the players went though I would need to see a shrink! Well for situations like that for my game sessions I implemented a stat called sanity or San for short.  

I have written this information using the Mazith RPG rule system because I believe it to be one of the easiest to convert over to what ever game system you play. The way I choose to use it is, that all players start with a 10 San.


Explaining Sanity to new players:


 You do not roll your Sanity it always starts at 10 and is one of the stats that you cannot take skills in to increase. Your GM will only ask you to roll a Sanity Check after your character has survived an extreme situation such as resurrection and divine intervention. Using these two examples if your character were killed by a falling tree and was brought back to life but failed the Sanity Check, your character would lose 1 point of Sanity forever, and from now on may have a fear of trees or something else depending on what your GM says . Using the other example of a divine intervention, if you’re Sanity Check was successful, your character would now know that they were on the right track in life, and would now have the mindset of a religious extremist, and receive +1 point of sanity.


Dealing with Sanity:

If a character sees or experiences a traumatic moment, you as the GM may want to have the player make a sanity check. Player rolls 2D20 and adds the total of the two dice. If the result is higher than the characters sanity stat then the check is failed and it is up to the RM to determine if the sanity stat should go down a point or up. It is more rare for a sanity to go up than down from 10. Here is a two list of reasons a Gm might tell a player to roll a sanity check. (NOTE this list in only to give you an idea and in no way represents the only times to make a sanity check.)


List of reasons to check to see if stat goes down:

            1.     Barely serving a burning building
            2.     Being the only survivor of a massacre
            3.     Seeing a demon or angel
            4.     Best friend/ loved one dies before your eyes
 



List of reasons to check to see if stat goes up:

1.     Dying and coming back
2.     Seeing your god
3.     See a miracle (100% DI answered)
4.     Brain washing or cult like event



If the sanity goes down you have some negative effects that take place to the character.
         
 



                                       Phobias

 Again this is set up for the Mazith game system simply change anything that does not fit for the game system you use.  For D&D or Pathfinder just drop the Morale stat and lower the charisma negative's till them seem right for your house rules.  

Sanity                         -from                - from                   # of         
Scores                         morale             charisma            phobias
                                               
                                                         
1
-10
-6
9
2
-9
-5
8
3
-7
-4
7
4
-5
-3
6
5
-3
-3
5
6
-1
-2
4
7
0
-1
3
8
0
-1
2
9
0
0
1
10
0
0
0
11 +
0
+1
Righteous complex


Handing out phobias:

If one of your players gains a phobia you can decide weather it is based off the situation if the player almost drowns and you decide to make them role a sanity check and they fail you could give them a phobia of water or if you just want to be random about it or can’t think of a phobia that fits use, the charts below.  




Phobia class table (1d100) 

1-10 animal
11-30 medical
31-40 miscellaneous
41-55 positional
56-60 sexual
61-90 social
91-100 weather (natural)

Phobias table for animal phobias



1 acrophobia = mites
2-4 aelurophobia = cats
5-10 agrizophobia= wild animals
11-12 alektorphobia = chickens
13-15 apiphobia= bees
16-20 arachnophobia= spiders
21 bacillophobia= microorganisms
22 bacteriophbia- bacteria
23-24 batrachophobia=frogs
25 blennophiba = slimes
26-28 botanophobia= plants
29-32 bogyphobia=boggy man
33-37 bug phobia= bugs
38-41 demon phobia=demons
42-50 doraphobia= animal skins
51 equinophobia= horses
52-53 featherphoiba= feathers
54 cynophobia= dogs
55-59 helminthophobia= worms
60-63 herpetophobia= lizards
64-65 icthophobia= fish
66 isopterophobia= termites
67-71 murophobia= rats
72-74 musiphobia= mice
75 myrmcophobia= ants
76-80 ophidiophobia= snakes
81-82 ornithophobia= birds
83 ostraconopobia= shellfish
84-85 paraistophobia= parasites
86-88 phasmaphobia=ghosts
89 phthirophobia= lice
90 spheksophobia=wasps
91 taeniophobia= tape worms
92-93 taasophobia= bulls
94-100 zoophobia= animals

Medical Phobia (1d100)



1-2 aerophobia= airborne diseases
3-4 albuminurophobia= kidney diseases
5 amychophobia= scratches
6-8 anginophobia= heart problems (angina)
9 asthenophobia= fainting/weakness
10 belanophobia=needles
11 chaetophophia=hair disease
12 cnicoiphobia= stings
13 copraustasophobia= constipation
14 coprphobia= feces
15 dementopobia= insanity
16-17 dentophobia= dentists
18-19 dermatopathobia= skin disease
20 diaberophobia=diabetes
21 diplpiaphobia=double vision
22 dipsopobia= drinking (alcohol)
23 dysomrphophobia= being deformed
24 dystychiphobia=accidents
25 emetophobia= vomiting
26 epistaxiophobia= nose bleeds
27 genuphobia= knees
28 gerontophobia= growing old
29 gerontophobia= aging
30-31 dinophobia=dizziness
32 helminthophobia= worm infections
33 hematophobia= blood
34 hormephobia= shock
35 hydrorgynophobia= mercurial medicine
36 hudrophobophobia= rabies
37 hylephobia= epilepsy
38 hypnophobia= sleep
39 iatrophbia= doctors
40 illyngophobia= vertigo
41-43 iophobia= poisions
44-46 leprophobia= leprosy
47-48 luiphobia= syphilis
49 lyssophobia= become insane
50 meningitophobia= brain disease
51 misopobia= contamination with dirt
52-53 monopathophobia= a specific disease
54 molysopobia= infection
55 nosmapobia= illness
56-58 neopharmaphobia= new drugs
59 nosocomephibia= hospitals
60 obesophobin= gaining weight
61 odonephobin= teeth
62 odynephobia= pain
63 ommatophobia= eyes
64 patrioiphbia= heredity
65 peladophobia= bald people
67-68 permatophobia= skin lesions
69 photalyiaphobia= eye pain
70 phtisiophobia= tuberculosis
71 pnigphobia= being smothered
72 proctophobia= rectal disease
73 psycgioibia=mind
74 pyrexecophobia= fever
75 radiophbia= radiation
76 rhadophobia= being beeten with a rod
77 rhytiphobia= wrinkles
78 scabiopobia= itching
79 scatophobia= fecal matter
80 tetanophobia= lock jaw
81 thahatophobia=death
82 tomophoblia= surgery
83 toxocophobia= being poisoned
84-93 traumatopobia= injury
94-96 trichinophobia= trichinosis (caused by eating pork)
97-98 trichophobia= hair
99-100 trypnophobia= needles

Miscellaneous Phobias (3d100)



1-9 acarophobia= small objects
10-12 acerophobia= sourness
13-14 acousticophobia= noise
15-20 aichurophobia= pointed objects and knifes
21-22 algophobia= pain
23-25 allumphobia= garlic
26-27 amathophobia= dust
28-30 amnesiophobia= amnesia
31-33 anthophobia= flowers
34-40 apeorophobia= ifginity
41-44 atachibutyrophobia= peanut butter sticking to top of mouth
45-47 atazphobia= chaos
48-50 autophobia= self
51-52 ballistophobia= missles
53-55 bolshaphobia= communismm
56-58 carnephobia= meat
59-60 catoptrophobia= mirrors
61-63 cherophobia= being happy
64-66 chrematophobia= money
67-69 chromatophobia= certain colors
70-72 chronophobia= time
73-75 clinophobia= beds
76-77 cnidophobia= strings
78-80 dendrophobia= trees
81-83 didaskaleinophobia= right handed things
84-86 dikephobiea= justice
87-88 clenthrophobia= freedom
89-90 erythrophobia= red things
91-92 geliophobia= laughter
93-95 geniophobia= chains
96-98 genmaphobia= taste
99-100 graphophobia= writing
101-105 hadephobia= hell
106-109 haigophobia= religious objects
110-114 harpazophobia= being robed
115-117 hedonophobia= pleasure
118-120 hellanophobia= science
121-124 hematophobia= sight of blood
125-127 heresyphobia= challenges to dog man
128-129 homitophobia= sermons
130-132 iatrophobia= doctors
133-135 ideophobia=ideas
136-137 iophobia= rust
138-140 kalnophobia= changes
141-142 kenespobia= motion
143-146 kleptophobia= stealing
147-148 kopophobia= exhaustion
149-152 lachanophobia= vegetables
153-154 leukophobia= white things
155-157 ligyrophobia= noise
158-159 linohophobia= string
160-162 litiyaphobia= lawsuits
163-165 logophobia= words
166-180 magophobia= magic
181-185 mechanophobia= machinery
186-187 megalophobia= big things
188-189 melophobia= music
190-191 metalophbia= metal
192-194 methyphobia= alcohol
195-196 metrophobia= poetry
197-198 mnemophobia= memories
199-200 myrophobia= dirt
201-202 myxophobia= slime
203-205 necrophbia= dead bodies
206-208 nelopobia= glass
209-210 neophobia= new things
211-214 noverlaphoba= step mothers
215-216 numerophobia= numbers
217-218 oenophobia= wine
219-220 olfactophobia= certain smells
221-225 oneirophobia= dreams
226-227 osmophobia= smells
228-230 ouranophobia= heaven
231 painphobia= everything
232-234 papryophobia= paper
235-237 pactriphobia= heredity
238-243 pedaphobia= sinning
244 pedaphobia= jumping
245 pediaphobia= dolls
246 pediophobia= children
247-248 pentheraphobia= mother in law
249-250 phasmaphobia= ghost
251 phobophobia=fears
252 phonophobia= echoes
253 phronemophobia= thinking
254-255 placophobia= tombstones
256 poinephobia= punishment
257-258 polticophobia= politicians
259 polphobia= punishment
260 ponophobia= several things
261 porphyrophobia= purple things
262 porophobia= drinking (water, ect.)
263 potpphobia= progress
264 pteronophobia= feathers
265 satanoophobia= evil gods
266-267 seelophobia= robbers
268-269 scotomaphobia= blind spots
270 selaphobia= flashing lights
271 siderophobia= rotting matter
272-273 sinistrophobia= left handed things
274 sitophobia= certain foods
275 sophophobia= learning
276 sybolophobia= symbolism
278 symmeterophobia= symmetry
279 sygenesophobia= relatives
280 tacophobia= speed
281-282 taphophobia= graves/buried alive
283-284 technophobia= technology
285-286 teletophobia= religious ceremonies
287 testophobia= test
288 textophobia= certain fabrics
289-290 thelolgicophbia= theology
291-296 theophobia= gods
297 tridecaphobia= numbers
298-299 tytannophobia= tyrants
300 vitricophobia= step fathers

Positional Phobias (1d100)




1-3 acrophobia= heights
4-6 aeroacrophobia= open high places
7-8 aginaphobia= narrow places
9-11 agiophobia= streets
12-13 amaxophibia= moving vehicles
14-16 anablepophobia= looking up at high places
17-20 atephobia= ruins, dungeons
21-22 aviatophobia= flying
23-25 basiphobia= walking
26-28 batophobia= passing a tall structure
29-32 bathophobia= depths
33-38 claustropobia= confound spaces
39-40 cenophobia= empty rooms
41-42 cieithrophobia= being locked in
43-44 climacophobia= stairs
45-47 coimetrophobia= cemeteries
48-49 cremnophobia= cliffs
50-51 domatophobia= being in a house
52-55 dromophobia= crossing the street
56-60 ecclesiophobia= churches
61-63 ecopobia= home surroundings
64-68 eremophobia= being yourself
69-72 gephyrophobia= bridges
73-76 hodophobia= travel
77-84 hypsiphobia= heights
85-87 koimoniphobia= rooms
88-93 lygophobia= gloomy places
94-95 nostrophobia= retiring home
96 oikophobia= home surroundings
97 theutophobia= theaters
98-99 topophobia= specific places
100 tropophobia= moving to a new home

Female Sexual Phobias (1d100)



1-3 agaraphobia= sexual abuse
4-6 algophobia= sexual pain
7-12 androphobia= men
13-14 annptophibia= being single
15-17 aphenphobia= physical contact
18-22 coitophobia= sex
23-24 coitus more ferasum= doggy style sex
25-29 coitus oralis= oral sex
30-35 cypridophobia= venerial diseases
36-38 dysparennia= painful vaginal sex
39-41 esodophobia= virginity
42-44 gamophobia= marriage
45-47 gymnophobia= naked bodies
48-50 hedonophobia= pleasure
51 heterophobia= heterosexuals
52-57 homophobia= homosexuals
58-60 ithyphallophobia= erect penises
61-63 maleusiophobia= child birth
64-65 malaxophobia= flirting
66-67 medectophobia= contour of penis through clothing
68-69 menophobia= menstruation
70-74 merinthophobia= being bound
75-77 necrophobia= sex with the dead
78-79 oneirogmophobia= wet dreams
80-82 paraphobia= sexual perversions
83-84 phallophobia= male geniatallia
85-87 primeisodophobia= losing one's virginity
88-90 proctophobia= rectal intercourse
91 sasmassophobia= fore play
92-93 seophobia= opposite sex
94 spermophobia= semen
95-96 teratophiobia= bearing a monster
97-100 virgivitipobia= rape

Male Sexual Phobias (1d100)



1-3 agrophobia= sexual abuse
4-6 algophobia= sexual pain
7-9 agmophobia= marriage
10-11 anuprophobia= being single
12-14 aphenophobia= physical contact
15-17 coitophobia= sex
18-20 coitus oralis= oral sex
21-23 cypriophobia= prostitutes
24-25 cypridophobia= vererial disease
26-28 esacuphobia= ejaculation
29-31 esodophobia= virginity
32-37 eurotophobia= female genetalia
38-39 gymnophobia= naked bodies
40-44 gynophobia= women
45-48 hedonophobia= pleasure
49-53 malaxophobia= flirting
54-59 medomalacophobia= losing an erection
60-62 merinthophobia= being bound
63-67 necrophobia= sex with the dead
68-71 oneirogmophobia= wet dreams
72-76 paraphobia= sexual perversions
77-80 parenthenophobia= young girls, usually virgins
81-85 penis captivas= having penis held tightly by vagina
86-89 primeisodophobia= losing ones virginity
90-92 proctophobia= rectal intercourse
93-95 sharmassophobia= fore play
96-97 sexophobia= opposite sex
98-100 venustaphobia= beautiful women

Social Phobias (1d100)



1 ablutophobia= bathing
2 agorophobia= public places
3 allodoxaphobia= other's opinions
4 amschopobia= being scratched
5 ankylophobia= immobility
6 anthrophobia= people
7 anuptapobia= staying single
8 aphephobia= being touched
9 arrheophobia= man kind
10 atelophobia=  imperfection
11 autodysomophobia= having a body odor
12 automysophobia= being dirty
13 basiphobia= walking
14 basistasiphobia= standing upright
15 bromidrosiphobia= body odors
16 catapedaphobia= jumping
17 catagelphobia= ridicule
18 catertrophobia= mirrors
19 cathisophobia= sitting
20 chaetophobia= hair
21 chorophobia= dancing
22 cilophobia= food
23 clithrophobia= being enclosed
24 copsophobia= bowel movement
25 deidophobia= desisions
26 defeccalgesiophobia= painful, violent bowel movements
27 demophobia= crowds
28 dromophobia= crossing the streets
29 dysmorphophobia=deformity
30 dystychiphobia= accidents
31 deipnophobia= dinner conversation
32 dishabillophobia= disrobing in public
33 enissophobia= sin
34 stemophobia= solitude
35 ergophobia= work
36 erythrophobia= blushing
37 euphobia= hearing good news
38 gelophobia= laughing
39 graphophobia= hand writing
40-41 hamatophobia= error
42 hypengyophobia= resonsibility
43 hypnophobia= hypsnsis
44 isolophobia= solitude
45 kakorrhaphiophobia= failure
46 katagelophobia= ridicule
47 kathisophobia= sitting down
48 kleptophobia= stealing
49 koinoniphobia= rooms full of people
50 kyptophobia= stooping
51 laliphobia= talking/studdering
52 lelphobia= jealousy
53 macrophobia= long waits
54 mythophobia= lying
55 nyetophobia= nights
56-57 ochlophobia= crowds
58 ophthalmophobia= being stared at
59 optophobia= opening ones eyes
60 orthophobia= propriety
61 osphteusuiogibia= body orders
62 peraliphobia= neglect of duty
63 peccatiphobia= wrong doing
64 peladophobia= bald people
65 penaphobia= poverty
66 phagiophobia= eating
67-68 phalaerophobia= being bald
60-70 philemaphobia= kissing
71 philphobia= love
72-74 pholophobia= being alone
75 pogonophobia= beards
76-77 psellismophobia= stuttering
78-79 sclerophobia= thieves
80 scolionophobia= going to school
81-83 scopophobia= being looked at
84-86 sociophobia= society
87-90 stage fright= performance
91 stasiphobia= standing
92-93 teratopobia=deformed people
94 tremophobia= trembling
95 vestiphobia= wearing clothes
96-100 xenophobia= non-humans, foreigners


Weather Phobias (1d100) 



1-2 achuluophobia= darkness
3-4 aerophobia= drafts and air
5-6 acrophobia= swallowing air
7-8 anemophobia= cyclones
9-10 antlophobia= floods
11-12 astraphobia= lighting
13-14 auroraphobia= auroral lights
15-16 brontophobia= thunder
17-18 burophobia= gravity
19-20 cenophobia= barren ground
21-22 chionophobia= snow
23-24 cometophobia= comets
25-26 cryophobia= cold temperatures
27-28 cymophobia= waves
29-30 dendrophobia= trees
31-32 dinophobia= whirlpools
33-34 electrophobia= electricity
35-36 esophobia= dawn
37-38 frigophobia= cold things
39-40 heliophobia= sun lights
41-42 homichlophobia= fog
43-44 hydrophobia= water
45-46 hygrophobia= dampness, humidity, mists
47-48 hylophobia= forest
49-50 keraunophobia= lighting and thunder
51-52 kymphobia= waves
53-54 lilapsophobia= huricanes
55-56 limonphobia= lakes
57-60 meterphobia= meteors
61-62 mephophobia= clouds
63-64 ombrophbia= rain
65-66 pagophobia= frost and ice
67-68 photophobia= glaring light
69-70 photophobia= lights
71-72 potamophobia= rivers
73-74 potomophobia= sheets of water
75-77 psychrophobia= being cold
78-79 pyrophobia= fire
80-83 sciaphobia= shadows
84-87 scotophobia= darkness
88-89 selenophobia= moons
90-91 siderophobia= stars in the sky
92-94 thalassophobia= seas
95-97 thermophobia= hot temperatures
98-100 zerophobia= dryness