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










Thursday, May 4, 2017

Making a villain for any RPG game in 5 steps

Making a villain
Good stories need villains, and role-playing games are no exception. Sometimes you can get by with bad guys of the week, but a more permanent antagonist can be a huge Plus to your campaign. Central villains give the story a sense of continuity. They provide a focus for the PCs’ actions, turning a bunch of gaming sessions into one coherent story. Because central villains are so important, some thought should be put into making them.



Step One: Give Them Goals

It’s vital that you know what your villain trying to accomplish, because that’s the core of their ability to provide opposition. As the GM, you’ll be constantly reacting to what your players do, and knowing your villain inside and out will make you adaptable when the group throws you a curve ball.

Your villain can and should acquire new goals as the story progresses, but having some from the get-go is vital. It’ll provide the story with direction, and give you something to fall back on when you get stuck. Ideally, your players should be able to look back on the campaign once it’s finished, and see signs of what the villain was up to from the very start.

Despite their role as antagonist, your villain’s goals should not be to kill the PCs. First, this is something they will try to do anyway. Second, the villain needs goals that can be accomplished without ending the game. If your play it right the players should be worried about the villain succeeding at their goals, and most players will know their RM isn’t prepared to arbitrarily kill their characters.

Also note that goals are not the same as plans. How the villain will go about getting what they want should be decided as the game progresses, but their most important desires should be known from the start.

Let’s say the villain wants power, that’s his defining characteristic. To get that power, he wants to take over the city of Seacon, and then expand his influence to the entire Great Islands! Figuring out how he plans to do that will happen as the game goes on and the players show the GM what they’re interested in.


Step Two: Give Them Power

A villain must be powerful, otherwise there’s no fun in defeating them. How does your villain influence the world? What nefarious obstacles can they throw in the PCs’ way? In this step, you must get a basic idea of what your villain can do. Extra abilities can be added later of course, as the player’s level up so does your villain, but the more you can get down at the start, the better. Note that these are not actual game stats; those will come later, if at all.

There are many different powers your villain can have, depending on the kind of game you want to run. Does your villain excel at hand to hand combat? Are they a master of occult sorcery? Do they control a powerful political machine? Some villains act almost exclusively through minions. Decide on the mix that’s right for you! One hint is to have a means of escape if your players ever corner your villain to soon. Like a ring of teleport just remember that whatever items you give the villain your players will most likely end up with one day.

What resources can your villain call on when they’re in a bind? Do they have any major lieutenants that need their own names and abilities? Knowing this ahead of time will make using your villain much easier, because you won’t have to pause the game to figure out what they’ll do next. You’ll already know that their first instinct is to release the hounds so to speak, and that they only go for their sword of death rays as a last resort.

As much fun as this step is, it’s important not to go overboard. Give your villain too many powers, and it won’t be credible for the PCs to defeat them. Players should always feel like they have a chance, even if it’s a slim one. Otherwise they’ll get discouraged, and find some other way to spend their Saturday evening.



Step Three: Make Them Bad

Villains need to be bad, (unless your party is than your villain will be good) otherwise there’s no impetuous for the PCs to oppose them. Since stories thrive on conflict, villains who stay home and care for their sick parents aren’t going to cut it. They must have dastardly plans and selfish desires! They must disregard or actively hinder the well-being of others in pursuit of their goals!

Some of fiction’s greatest villains have been irredeemably evil. These enemies are scary because their thought process is so far removed from that of a decent human being that they become some sort of other. They are so malicious, they unnerve us despite not being real. If you make a villain like this for your campaign, then the PCs will soon be shaking in their boots.

At the same time, there’s a lot to recommend a more sympathetic villain, someone the players can more easily understand. No one in real life thinks of themselves as being evil, and bringing that realism into your campaign can help players invest in the story. There are great moments of drama to be had when the PCs look at a villain and ask if they are really so different.

It’s up to you were on this continuum your villain should fall, depending on the game you want to run. A hack-and-slash dungeon crawler might need an evil lich who wants to annihilate all creation, while a game of political intrigue should have someone with a bit more nuance to them.



Step Four: Give Them a Connection to the PCs

While you could probably get the PCs to oppose a villain who’s doing something bad in a context unrelated to them, it’s much more fun to make things personal. The villain should affect the PCs’ lives in a direct manner, otherwise the players may lose interest in the conflict.

PCs should be the center of any roleplaying, and that’s even easier to do if the villain is personally related to one of them. There’s also a bit of extra kick to a story about opposing your childhood friend or beloved sibling.

On the other hand, it can feel a little hokey to have a villain too closely related to the PCs. Instead, they can share something that’s important to both of them. Like that of polluting a local water supply.

It’s also possible for the villain to have a connection with the entire party. This can work even if they don’t know each other.


Step Five: Put on the Finishing Touches

The previous four steps have all been important under-the-hood decisions. They are primarily for you as the RM to know who your villain is and how to use them. In this final step, you add on the bits that the PCs are most likely to see. This is the presentation stage, where you try to impress your players with all the work you’ve done.

What does your villain look like? Because roleplaying games aren’t a visual medium, focus on a few essential details that will be easily remembered. You don’t need to describe an evil queen’s entire costume, but the coat that’s sewn from banners of her defeated enemies is pretty important. These details are a visual shorthand that will give your players an introduction to the villain. If you’re feeling ambitious, you can even send contradictory signals. Perhaps the murderous serial killer has a kind, grandfatherly face.

You should also decide on a few mannerisms that will make your villain stand out from other NPCs. Do they have an advanced vocabulary? Do they always drum their fingers when speaking? Don’t go overboard on these, because you’ll have to roleplay them. A French accent is great, but only if you can actually speak in one. Unless, of course, your villain is supposed to have a bad French accent, which opens up entirely new possibilities.

This is also where you write down any necessary stats. Write down the stuff that your villain is most likely to use, and leave the rest for later. Even the stats you do record aren’t set in stone, but it’s good to have guidelines so your villain will stay consistent.


Once you’ve followed these steps, your villain will be ready to be unleashed upon your players while you cackle in glee! Of course, no plan ever survives first contact with the PCs, so you’ll need to stay flexible. But you’ll have a solid foundation upon which to build.

Bonus  
Have you ever wanted to have a drawing your character, or perhaps your a GM and have made a new monster and need a prop to show it off. all art in this blog post was made by Neil Anderson and artist that works at Manabu Games. that on the side does art for Roll-players and game masters. you can find out more about him and his art here Have your ideas turned to art 



      

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.