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.

Saturday, March 18, 2017



Would you like to see either yours or your character’s name immortalized in one of the first printed books By Manabu Games? Well we want to honor our fans and beta testers if you have been playing Mazith follow the steps below to get immortalized!

Step 1: subscribe to this blog
Step 2: comment on this post saying
                A: Your name and character’s name if you want it used instead of yours.
                B: Your RM’s or game masters name real
                C: Either Animal, Plant, Mineral, or land. (This tells us how you want to be immortalized)

Questions you may have:

Q: In what book will my name come out in?
A: Well for starters it will come out in either the RMS tool bag or the Players guide book. These two books will be done in by monthly editions. Meaning every other month a new version of the book will come out with all new information, think the old D&D dragon, and dungeon magazines. That said it will most like come out again in latter books like the plant or animals handbooks      

Q: will I get paid for this?
A: Most likely not, at least not at this time. Right now as you know we are just starting and working with a no money type of budget but if we ever get big, you can count on us rewording those that have been with us all along.

Q: when will I get to see how my name is used?
A: Before the book comes out and we use it we will contact you to make sure your happy with how we used your name?

Q; can I have any say over what you make?  
A: You get to pic the name and category but after that we will do the rest. This is to insure that nothing that does not fit the game world is created.

Wednesday, March 15, 2017

Here is a list of 100 Things you do not want to hear come out of the mouth of your RM/GM/DM

 Here is a list of 100

Things you do not want to hear come out of the mouth of your 

RM/GM/DM



1) "You actually put on the Armor?!"

2) "Okaaaaaaaay... ???"

3) "Oh no, I really did not want to have to do this to you"

4) "This is going to hurt."

5) "Man, it sucks to be you!"

6) "I updated this creature a little for tonight’s game."

7) "You can bring any character you want... it probably won't live through the night."

8) "Your massive attack lands perfectly. He falls to the ground and lays there for a second...He then gets up again and starts moving towards you. He looks unwounded and is smiling an evil grin."

9) "The combat ends, but before you can rest, 10 more come around the dune, and these ones look tougher."

10) "Evidently that wasn't the boss fight but his assistant."

11) "Oh...don't mind these rolls."

12) "Plot twists time..."

13) "The boot won't come off."

14) "You feel compelled to <insert anything here>."

15) "Ooooo, well. <pause> How many hit points did you say you had left?"

16) Complete silence while he stares blankly at you.

17)  "No, you REALLY like that ring.  In fact, you think you'd MUCH
rather keep it on..."

18) “That gold coin you picked up last week was in truth <insert anything here>."

19)  "You do what?!!  Okay, everyone have your dice handy?"

20) "10...9...8...7...6...5...4...3...2...1..."

21) "Okay, as you come into the clearing you see The mother of the beast you slayed last week she’s twice as big, twice as fast, and has three times as much hit points, and she’s pissed!”

22) "I need some more dice for this damage."

23) "I really didn't expect you guys to do that. *sigh*"

24) "Did you not hear me when I said it’s obviously trapped! That meant
DON'T TOUCH!"

25) "Look I'm getting a bit drained GMing so I want to take a break. But
don't worry I've got Jim Hohl to fill in for me Bye...."

26) "You don't mind if my nongamer, _very_ affectionate significant other
sits in on the game?"

27) "wow my dice are on fire tonight let’s get started.”

28) "Eek! Ran out of coffee <or beer, or weed or whatever makes them nice while GMing>."

29) you never Knew this but…!"

30) "...and then you notice her eyes are glowing."

31) "How many hit points did you say you had left?"

32) "Thought I'd bring my 9 year old son to the game. I want him to learn
to play."

33) "My 9 year old son wrote this adventure...  He'll be right out to DM it..."

34) "Whose miniature is that on the far right?  Ewwww, sorry."

35) "No, but nice try."

36) "you should have ran last round. Now..."

37) "Can I borrow all your dice?"

38) "Can I borrow EVERYONE'S dice?"

39) [When the DM starts answering questions directed at you.]

40) "Explain to me **EXACTLY** what you are doing."

41) "pretend this is the item and show me how you touched it."

42) "My favorite monster? Well, any level draining undead, really..."

43) "Oops. I should have told you this already but..."

44) "Read this note.  Don't tell anyone else what happened."

45) "What level were you?"

46) "You aren't, by any chance, immune to...?"

47) "Take a few minutes to check your character sheet.  See if you can
squeeze out another roll somehow ."

48) "Don't worry about the damage.  Just lie still for a while.  We'll see
how things go."

49) "You are under a magical compulsion.  Direct your most effective
attack against <insert PC>."

50) "Roll again and we will see if you live."

51) "I need to speak with you...alone."

52) "Give me your character sheet."

53) "Check your perception please. You failed? I guess you don't
sense this coming..."

54) "You are cursed now you can only gain one KP <exp>per day."

55) "I hope y'all didn't work to hard on your backgrounds, because I designed this quest for 20 level or higher and even though your just rolled up it’s you guys so you can handle it. "

56) "Damn. That was my last cigarette."

57) "Hang on, I got to look this one up!!"

58) (After you make a request that'll put unimaginable power into the hands
of your character and you RM<GM or DM> just says) "Okay."

59) "Tell me *EXACTLY* where you are standing when you do this."

60) "Heeheeheeheeheeheehee!"

61) "No is it not a dragon it’s an ancient Wyrm,?"

62) "The other players all turn to you with glowing red.” <after passing the other players all a note>

63) "You don't find any traps."

64) "You don't find the trap."

65) "You don't seem to find anything."

66) "Heheheh....cool."

67) "*cough*....OOOOOkay."

68) "What WAS your Con?"

69) "Take X damage. Permanently."

70) "You do that? I'll get back to you."

71) "Uhm...you should go out for a soda run?"

72) "Now that's gonna hurt!"

73) "Oops, I forgot he had that." <wicked smirk> "Now who was the first one
to insult him?"

74) "What's your standing with your god right now?"

75) "Did your character have a will that wasn't on his body?"

76) "You told the priest who your next of kin was, right?"

77) "I didn't know those things hit so hard..."

78) "You didn't like that character, did you?"

79) "Don't get too comfortable, this won't last long."

80) (In a sarcastic tone) "roll 1d100?"

81) "Sorry."

82) "Hey-- Neat." <evil cackle>

83) "Now that's just swell."

84) "Are you _sure_ you don't want to attack him?  You don't seem to be
grasping the 'easy' solution..."

85) [Any of the assorted evil laughs that come up regularly.]

86) [While rolling up a crit] <laughs> "I'd like to see that.  It'd just be
funny to actually see..."

87) "You know, this game is supposed to have a high turnover rate.  I've been
too nice to you guys lately."

88) During any conversation out of game: "Now there's an idea.  I'm going
to have to do that to you guys..."

89) "You know, I've never managed to run this dungeon All the way through..."

90) "OK, guys, I'm not gonna sit here rolling all these dice.  I'll just
use the average damage."

91) "Come with me and bring your dice, and a pencil with an eraser..."

92) "Sorry guys - I forgot my notes this week. So, err, if I remember correctly,

93) "Hmm... I have a good session planned. I'm pretty sure the survivors will
go up a level..."

94) "Oh crap... That's the last of you, isn't it

95) "You think you saw a shadow moving around the corner."

96) "You think you heard some indistinct noise from your side."

97) "You feel a sudden chill."

98) "Click."

99) "It smells kinda funny in here.  Roll a d20 please.."

100) "Hand me that calculator."