Tabletop RPG Podcast and Roleplaying Resources

Author: Stan Shinn (Page 51 of 111)

The Captive of Dardrin’s Deep 01: The Spire of Gold

After a vision with clues to saving a spell-slumbering elvish maid, the heroes ventured into the dangerous territory of the Red Centaurs to brave the perils of the Spire of Gold. After some adept thinking the party’s druid used a vine whip to fasten rope to the towers top. Scaling the outside of the tower, the heroes were attacked by dire pelicans! Finding the magic gauntlets, the heroes now begin their journey to Byrðincel Abregdan (or, ‘Burden’s Lift’) where the fable Soul-Blade is rumored to rest.

(Everyone levels up to 2nd Level for the next game).

fullsizerender

The Captive of Dardrin’s Deep: Prelude

You’ve travelled alone thus far, but after a few pints shared with some interesting travelers you met this evening at the inn, you think you’ve found some companions you might venture with on the morrow. That night, as you turn in for the evening, you sleep fitfully. You feel like someone in the distance keeps whispering ‘Help me!’ in whispered but frantic tones.

The Elf Woman in the Vision

The Elf Woman in the Vision

A vision then emerges of an angelically beautiful elvish woman, floating ethereally, her face occasionally contorting into bursts of pain. Then you hear a chorus of unseen voices chanting what seems to be a prophecy:

The elf-lord was a suitor spurned,
thus eldritch wrath his lover earned.
Dark spells he wove in hidden cove
in vengeance while his anger burned.

The elvish maid now cannot weep,
enchanted in eternal sleep,
transfixed and bound by ring she found
in hidden vale of Dardrin’s Deep.

To free her of her slumber cold
one must make haste to Spire of Gold.
The death-filled tower holds gauntlet’s power
to wield the sword of heroes old.

The Soul-Blade rests in bones of care
beyond the pool where damsel’s fair
gave gods their gift at Burden’s Lift
to be relieved of life’s despair.

With blade and gloves seek Belfin’s Height
through tunnels dark restore the light
the keeper’s chain will on you rain
but take the ring to make wrongs right.

You wake. You are alone in the room, but have a feeling your life will never again be the same.

Flesh Out Characters With A Character Connections Chart

Here’s a system I developed after being inspired by both mind-mapping software I have used as part of story-creation as well as the very innovative Smallville RPG techniques of character building. I call it “character connections.”

Developing Character Connections

Creating a character connections chart is a great way to chart relationships and conflicts and build some depth for your characters before you launch a campaign. Taking this extra step can make your two dimensional characters come to life and make your roleplaying experience more enjoyable.

Create a grid which maps all the characters possible connections such as the one below.  As you go through each stage, players add sentences to a square in the row with their name next to it.

The process has a number of steps equal to the number of other characters in your group (for example, a party of five requires 4 steps to complete this process.

  • If you have three characters, the steps are: Person and Trouble
  • If you have four characters, the steps are: Person, Trouble and Event
  • If you have five characters, the steps are: Person, Trouble, Event and Place
  • If you have six characters (the maximum recommended), the steps are: Person, Trouble, Event, Place and Heritage

In the Person stage, you create an NPC (maybe a father, captain of the guard, an ex-girlfriend, etc.) which somehow connects you to another player. Alternatively, highlight some interesting aspect of the relationship between you and the other character.

In the Trouble stage, you determine some conflict between you and another player. This should add drama but not be something that would hamper teamwork. A “vowed to kill you” aspect doesn’t exactly lend itself to working together!

In the Event stage, you identify some past event which effected both you and another player.

In the Place stage, you pinpoint a location which connects you and another player.

In the Heritage stage, you develop a shared ancestry or other origin related event to connect you and another character.

Example

In this example we’ll have three characters from Star Trek.

In the Person stage, Kirk writes “Knows Spock’s ambassador father Sarek.” For McCoy, he writes “Friends with McCoy since the Academy.” Note that the Person connecting them may simply be a past friendship between the two, so the person is simply the other character. Spock writes “Kirk reminds Spock of his Human mother’s influence on his DNA” and “McCoy’s nurse, Christian Chapel, has a crush on Spock.” McCoy writes “Always tries to may Jim (Kirk) think” and “Spock should be more human.”

In the Trouble stage, Kirk writes “Why can’t Spock see the value of human emotion?” and “McCoy is always acting like Jiminy Cricket.” Spock writes “Kirk is simply not…logical” and “McCoy is a loose canon, letting his emotions cloud his judgment.” McCoy writes “I’ll put Kirk on medical leave if he goes off the deep end” and “Spock is like a green-blooded computer.”

There’s simply a few summary sentences in each box, but behind those sentences are deeper stories which have been fleshed out during the banter between the players (if you’re at a tabletop) or in a paragraph or two per stage (if you’re doing this online via text posts).

Tips for Online Usage

If you’re doing this online it may be a good idea to post your idea as a ‘Draft’ (put the word “Draft” in the title or at the beginning of the paragraph). This gives you a chance to essentially ask permission from the other player to do something with your shared history.

Note that conflicts can add drama and excitement, but do be careful to make sure you give affirmation in OOC posts and continue to stress that this is just story-conflict not actual conflict between the players. I should all be in good fun; not something personal.

If your RPG system has the concept of alignments or values, make sure the relationships reflect this. Don’t allow one lone wolf evil character whose actions sully the group’s fun!

Star Wars: Dawn of Rebellion — Episode 11

The rebels journey to the ruins of Fort Tuscan. Here they meet a man named Quist who claims to be an old friend of Adar Tallon seeking to warn him of the Imperial threat.

A herd of stampeding banthas causes the heroes, joined by Quist, to jump in their speeders and flee. The rebels realize the stampede was a distraction and three bounty hunters are on their tail. Doubling back to a ridge they begin a long-range sniper battle.

After surviving a bloody conflict, the heroes journey to a local farmstead where they find Adar Tallon! He and his wife greet their old friend Quist. One of the rebels notices Quist activating a homing beacon. Suspecting Quist of treachery, they summon their ship the Tyrannus. Before it arrives,  a Stormtrooper transport appears led by Jodo Kast, the foe behind the search for Adar! After a furious battle, the rebels emerge victorious. The Tyranus arrives with Tie Fighters in hot pursuit. Can the heroes escape Tatooine and evade the orbiting Star Destroyer? …

« Older posts Newer posts »

© 2024 Dicehaven

Theme by Anders NorenUp ↑