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	<title>Pyres of Vam &#187; hooks</title>
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		<title>IAYC: Fantasy Newspaper (Free Download)</title>
		<link>http://www.pyresofvam.com/concoctions/iayc-fantasy-newspaper-free-download/</link>
		<comments>http://www.pyresofvam.com/concoctions/iayc-fantasy-newspaper-free-download/#comments</comments>
		<pubDate>Wed, 07 Sep 2011 11:36:54 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Concoctions]]></category>
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		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2717</guid>
		<description><![CDATA[It&#8217;s done! Life has run away on me this year, but I have finally managed to complete the fantasy newspaper I promised as my contribution for I Am Your Champion. I had some interest, but few donations, and that&#8217;s fine. I had fun making it and I hope those who donated to my charity are happy ]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">It&#8217;s done!</span></p>
<p><span style="color: #99ccff;"> Life has run away on me this year, but I have finally managed to complete the fantasy newspaper I promised as my contribution for</span> <a href="http://www.pyresofvam.com/announcements/i-am-your-champion-act-for-peace/">I Am Your Champion</a><span style="color: #99ccff;">. I had some interest, but few donations, and that&#8217;s fine. I had fun making it and I hope those who donated to my</span> <a href="http://www.actforpeace.org.au/">charity</a> <span style="color: #99ccff;">are happy with the result. This isn&#8217;t just for them though, it&#8217;s a free download for everyone. </span><span class="Apple-style-span" style="color: #99ccff;">I&#8217;ve made a <a href="http://www.pyresofvam.com/downloads/WordOfTheWorld1109-Parchment.pdf">parchment version</a> and a <a href="http://www.pyresofvam.com/downloads/WordOfTheWorld1109-Print.pdf">print-friendly version</a>. I hope you enjoy this and get some use out of it <img src='http://www.pyresofvam.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p>
<p><span style="color: #99ccff;">Game masters can the newspaper for hooks, NPCs, adventures and worldbuilding or even just as a source of random rumours, information and goings-on. I think the best use for it, though, is for GMs to read it, think about it, then next time the PCs are in a tavern tell them &#8220;Someone&#8217;s left a newsletter on your table. It looks like this&#8230;&#8221; and then just give them the handout. I love doing this sort of thing in game and I hope you&#8217;ll enjoy my attempt at a fantasy newspaper, inspired by a thoughtful present my wife and friends made for me a few years ago.</span></p>
<p><span style="color: #99ccff;">If I get enough interest I might just make another issue. Enjoy <img src='http://www.pyresofvam.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </span></p>
]]></content:encoded>
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		<title>Campaign Setting: Power of Youth</title>
		<link>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-power-of-youth/</link>
		<comments>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-power-of-youth/#comments</comments>
		<pubDate>Sun, 20 Feb 2011 03:15:26 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Campaign Settings]]></category>
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		<category><![CDATA[hooks]]></category>
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		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2431</guid>
		<description><![CDATA[<em><span style="color: #99ccff;">Here's an outline of another campaign setting I've been working on. Feel free to use and alter it as you wish. If you do use it or have some ideas about it, I'd love to hear them.</span></em>

<hr /><span style="color: #99ccff;">It is said that the spark is in all of us, yet by the end of puberty it is gone. It is not known why, but children have a strong connection to the power of the spark. It flows in them in ways still not fully understood by adults.</span>

<span style="color: #99ccff;">Very young children use the spark sporadically, for play and their own simple purposes, without thought. As children grow older, they begin to understand their powers better, using them consciously and with more control. Around age 10 for girls and 12 for boys, Transition begins.</span>

<span style="color: #99ccff;">Children undergo many physical and psychological changes during this stage and it is when their spark is at is peak, very powerful and unpredictable.</span>

<span style="color: #99ccff;">Transition is a stressful and strange time for children and many lose control of their magic as the power flares and fluctuates, burning brightly before it is snuffed out entirely. Girls usually complete the Transition by ages 15-17, while boys usually complete it by ages 16-18. After this, the spark is dead forever.</span>

<span style="color: #99ccff;">Because adults are unable to harness magic, children are highly valued for their abilities. Many children do not utilise the spark effectively and are more dangerous to themselves than others, or are merely an annoyance. However, children of particular talent and power are recruited into harsh military programs to perfect their control over the spark and harden them into tools of war. Children are taught from a young age that fighting for their faction is the highest honour and the greatest deed that one could hope for. Propaganda floods the schools, homes and streets, and armies recruit children as young as 8 to train to fight their horrendous battles.</span>
]]></description>
			<content:encoded><![CDATA[<p><em><span style="color: #99ccff;">Here&#8217;s an outline of another campaign setting I&#8217;ve been working on. Feel free to use and alter it as you wish. If you do use it or have some ideas about it, I&#8217;d love to hear them.</span></em></p>
<hr /><span style="color: #99ccff;">It is said that the spark is in all of us, yet by the end of puberty it is gone. It is not known why, but children have a strong connection to the power of the spark. It flows in them in ways still not fully understood by adults.</span></p>
<p><span style="color: #99ccff;">Very young children use the spark sporadically, for play and their own simple purposes, without thought. As children grow older, they begin to understand their powers better, using them consciously and with more control. Around age 10 for girls and 12 for boys, Transition begins.</span></p>
<p><span style="color: #99ccff;">Children undergo many physical and psychological changes during this stage and it is when their spark is at is peak, very powerful and unpredictable.</span></p>
<p><span style="color: #99ccff;">Transition is a stressful and strange time for children and many lose control of their magic as the power flares and fluctuates, burning brightly before it is snuffed out entirely. Girls usually complete the Transition by ages 15-17, while boys usually complete it by ages 16-18. After this, the spark is dead forever.</span></p>
<p><span style="color: #99ccff;">Because adults are unable to harness magic, children are highly valued for their abilities. Many children do not utilise the spark effectively and are more dangerous to themselves than others, or are merely an annoyance. However, children of particular talent and power are recruited into harsh military programs to perfect their control over the spark and harden them into tools of war. Children are taught from a young age that fighting for their faction is the highest honour and the greatest deed that one could hope for. Propaganda floods the schools, homes and streets, and armies recruit children as young as 8 to train to fight their horrendous battles.</span></p>
<p><span style="color: #99ccff;">Every year, new drugs are trialled in attempts to keep children young and keep their spark alive for as long as possible. Experiments are conducted upon children&#8217;s brains, leaving many permanently damaged or worse, in attempts to unlock the secrets of the spark. Some believe that it is the mental state of children that is the key to their power, and so they experiment on the mentally disabled as an alternative route to the answers they seek.</span></p>
<p><span style="color: #99ccff;">Schools are hotbeds of propaganda but some children catch on or have different ideas and sow the seeds of rebellion. Such children meet in secret after classes to discuss what the adults are really up to, what the war is all about, how they are developing in their talents, and what they will do to avoid being recruited. Groups of children roam adult cities and towns as rebels, vigilantes or criminals, using their powers however they see fit.</span></p>
<p><span style="color: #99ccff;">Rumour has it that there are hidden towns out in the wilderness populated entirely by children. Gangs of teenagers rule these child towns and the children live however they can free from the control of adults, but left to their own devices to learn about the radical changes they are going through. All the while, they must deal with the normal trials and tribulations of puberty &#8211; sexuality, friendship, bullying, and growing up &#8211; as well as the great unstable power that they wield, its consequences and the reality of life after the Transition, when their power fades and they find themselves as young adults in a world that considers them past their use-by-date.</span></p>
<p><span style="color: #99ccff;"><em>Inspiration:</em> <em>Ender&#8217;s Game</em>, <em>Lord of the Flies</em>, <em>Dark Angel, Neon Genesis Evangelion</em></span></p>
]]></content:encoded>
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		<title>Campaign Setting: Hang Ups</title>
		<link>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-hang-ups/</link>
		<comments>http://www.pyresofvam.com/concoctions/campaign-settings/campaign-setting-hang-ups/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 11:21:22 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Campaign Settings]]></category>
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		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2433</guid>
		<description><![CDATA[<div id="_mcePaste"><span style="color: #99ccff;">Hang Ups is a random idea I had for a campaign setting. I haven't played any or read much of InSpectres, but I have the feeling that Hang Ups could serve as an alternate setting for that system. Primetime Adventures, Spirit of the Century, Savage Worlds, or Otherkind Dice would work really well too. I'm looking forward to playing this one with my group this year for a few sessions.</span></div>
<div><span style="color: #99ccff;">
</span></div>
<div><span style="color: #99ccff;">Here's the elevator pitch:</span></div>
<div><span style="color: #99ccff;">
</span></div>
<blockquote>
<div><span style="color: #99ccff;">Emergency services are inundated with calls that they terminate because they appear to be pranks or non-emergencies. Stuff about aliens and werewolves. That kind of thing.</span></div>
<div><span style="color: #99ccff;">
</span></div>
<div><span style="color: #99ccff;">That's where Hang Ups comes in.</span></div>
<div><span style="color: #99ccff;">
</span></div>
<div><span style="color: #99ccff;">They're an independent (and not technically legal) group that intercepts these abandoned calls and sifts through them for seeds of truth. Armed with their knowledge of the paranormal, they respond to potentially legitimate calls to help those that the authorities ignore.</span></div>
<div><span style="color: #99ccff;">
</span></div></blockquote>
<span style="color: #99ccff;">When I present this to my players, I'll explain most of this as we go. But to get them excited for, it I made this <a href="http://www.pyresofvam.com/downloads/HangUpsFlyer.pdf">one-page PDF flyer</a>. Feel free to use it with your own group.</span]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste"><span style="color: #99ccff;">Hang Ups is a random idea I had for a campaign setting. I haven&#8217;t played any or read much of InSpectres, but I have the feeling that Hang Ups could serve as an alternate setting for that system. Primetime Adventures, Spirit of the Century, Savage Worlds, or Otherkind Dice would work really well too. I&#8217;m looking forward to playing this one with my group this year for a few sessions.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">Here&#8217;s the elevator pitch:</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<blockquote>
<div><span style="color: #99ccff;">Emergency services are inundated with calls that they terminate because they appear to be pranks or non-emergencies. Stuff about aliens and werewolves. That kind of thing.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">That&#8217;s where Hang Ups comes in.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">They&#8217;re an independent (and not technically legal) group that intercepts these abandoned calls and sifts through them for seeds of truth. Armed with their knowledge of the paranormal, they respond to potentially legitimate calls to help those that the authorities ignore.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
</blockquote>
<div><span style="color: #99ccff;">Hang Ups is a rag-tag group of people with various reasons for chasing after crazy-sounding emergency calls. Some might be bored, some might be slackers in this for a quick buck, others might be UFO nuts, disgraced scientists, or former law enforcers or agents who got kicked to the curb for looking too deep. I imagine that you&#8217;d have a very diverse group of people at Hang Ups. Also, they probably just work out of a warehouse, apartment or basement.</span></div>
<h3><span style="color: #ffffff;">Getting the Call</span></h3>
<div><span style="color: #99ccff;">I see this game as a good one for getting players involved in building the story. I plan to begin sessions like this: first, I&#8217;ll ask who&#8217;s the Operator for this game. This position will rotate through all the players. The Operator roleplays listening in on the emergency calls. In-game, it&#8217;s a pretty boring job and they character will probably be sitting there for hours on end until they find a call that might be true. But out of game, it should be a lot of fun.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">What happens is, each player roleplays some NPC placing a call to emergency services. As the GM, it&#8217;s your job to ask a few questions to dig for a little information, and then brush them off as a prank caller. It&#8217;s the privilege of the Operator to select which call to take. Get a few calls from the players, and then when the Operator has heard them all, or hears one she really likes, she should jump in and &#8220;pick up&#8221; the call.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">After this, the player who placed the call gets to fill in some sketchy details from the NPC, who is likely frightened/drunk/dishevelled/etc. The Operator gets to ask questions. Other players can offer questions, but it&#8217;s up to the Operator whether she asks them now or not.</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">Here&#8217;s an example of Getting the Call:</span></div>
<p><span style="color: #99ccff;"><br />
</span></p>
<blockquote>
<div><span style="color: #99ccff;">GM: &#8220;Okay, so it&#8217;s Joe&#8217;s turn to be the Operator this week&#8221;</span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Sweet! Okay, I&#8217;m on the couch, kicking back with the headphones on&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Alright. Montage time. The calls are rolling in. There&#8217;s the usually junk, but a few perk your interest&#8230;&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><em><span style="color: #99ccff;">[GM looks around the table for anyone with an idea. Clara puts her fingers to the side of her head like she's on a phone.]</span></em></div>
<div><em><span style="color: #99ccff;"><br />
</span></em></div>
<div><span style="color: #99ccff;">GM: &#8220;Emergency services. What is your emergency?&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;Uh&#8230; hi. Um&#8230; there&#8217;s something outside my house making these weird noises&#8221;.</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Could you describe the noises?&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;Yeah&#8230; like, um&#8230; growls. But they don&#8217;t sound right.&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;What do they sound like?&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;I don&#8217;t know&#8230; it&#8217;s not a dog, I don&#8217;t think. Maybe a bear? But it sounds sick or something. I can hear it moving in the bushes! My neighbour, he&#8217;s been working late nights on something in his garage. I see smoke and light and stuff coming from there and sometimes I hear animal noises. Wait&#8230; there it is again! Please send someone, quick!&#8221;</span></div>
<div><span style="color: #99ccff;">GM: *click*<em> [Hangs up]</em></span></div>
<div><span style="color: #99ccff;"><em><br />
</em></span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Ooh, is he making a monster? Hmm&#8230;&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Emergency services. What is your emergency?&#8221;</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Yo, dude. Dude! They&#8217;re, like&#8230; everywhere, man! Seriously!&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Sir, could you please explain the nature of your emergency&#8221;</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Everywhere, man. All these&#8230; like&#8230; cocoon things, you know? Some nights they&#8217;re there. Some night&#8217;s they&#8217;re not. They&#8217;re there now, though. They glow and stuff. Oh&#8230; no way! No way! Some of them are hatching or something! What the hell is that!? Dude, you gotta get someone over here! Hello?&#8221;</span></div>
<div><span style="color: #99ccff;">GM: *click*<em> [Hangs up]</em></span></div>
<div><span style="color: #99ccff;"><em><br />
</em></span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Haha, these are great!&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Emergency services. What is your emergency?&#8221;</span></div>
<div><span style="color: #99ccff;">Beth: &#8220;They&#8217;re in the computer!&#8221;</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Madam, could you please explain the nature of your emergency&#8221;</span></div>
<div><span style="color: #99ccff;">Beth: &#8220;Beings&#8230; of electricity. I see them, crackling. It&#8217;s stormy tonight. That&#8217;s when they come out. It&#8217;s like&#8230; glitches in the computer screen. But also, my lights go on and off. Uncle Mort says it reminds him of something, the way it flickers. He&#8217;s been having dreams, he says, in the storms. My phone rings and I hear crackling. I feel like they&#8217;re watching me. I just got home and saw my lights flicking on and off. I can&#8217;t find Mr. Fluffy&#8230; what&#8217;s that burning smell?&#8221;</span></div>
<div><span style="color: #99ccff;">GM: *click* <em>[Hangs up]</em></span></div>
<div><span style="color: #99ccff;"><em><br />
</em></span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Awesome, guys. I think I&#8217;m gonna go with cocoons. I wanna know what&#8217;s hatching out of there!&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Yes!&#8221;</span></div>
<div><span style="color: #99ccff;">Clara: &#8220;Cool. I liked that one too!&#8221;</span></div>
<div><span style="color: #99ccff;">Beth: &#8220;Aww, we&#8217;ll have to wait till some other time to find out if Mr. Fluffy is okay. I&#8217;m in though. Sounds good!&#8221;</span></div>
<div><span style="color: #99ccff;"><br />
</span></div>
<div><span style="color: #99ccff;">GM: &#8220;Please hold, you are being transferred to Special Priority Emergency Services Unit&#8221;</span></div>
<div><span style="color: #99ccff;">Joe: &#8220;Special Priority Emergency Services Unit. Sir, could you tell us more about these cocoons?&#8221;</span></div>
<div><span style="color: #99ccff;">Gavin: &#8220;Yeah, no worries, man. You really gotta see this&#8230;&#8221;</span></div>
<div><span style="color: #99ccff;"><em> [Here, we 'fade to black'. It's assumed that the caller keeps explaining what little he knows about the situation, but it's the GM's job to come up with these details on the fly to keep the players excited and guessing. That's half the fun for everyone: players make the seed of the story and the GM improvises as the game progress.]</em></span></div>
<p><span style="color: #99ccff;"><br />
</span></p></blockquote>
<h3><span style="color: #ffffff;">Answering the Call</span></h3>
<p><span style="color: #99ccff;">After you get the call, you respond. Here is where the real fun begins. Who knows how legitimate the call is? Can it be explained with science? Is it really something supernatural? Will the real authorities end up on the scene too, having never heard of this &#8216;Special Priority Emergency Services Unit&#8217;? Is the threat a physical danger? Can the Hang Ups take it down with whatever weapons and tools they legally (or not) have managed to get their hands on?</span></p>
<p><span style="color: #99ccff;">Most importantly, how are they going to get paid, this time? Are they going to ask for a &#8216;call out fee&#8217;? Will they take something valuable as &#8216;evidence&#8217;? Will they admit that they&#8217;re a group of vigilantes who need to keep food on their table?</span></p>
<p><span style="color: #99ccff;">Once the mission is done, the Hang Ups head back to base, swap Operators and do it all again.</span></p>
<p><span style="color: #99ccff;">When I present this to my players, I&#8217;ll explain most of this as we go. But to get them excited for, it I made this <a href="http://www.pyresofvam.com/downloads/HangUpsFlyer.pdf">one-page PDF flyer</a>. Feel free to use it with your own group.</span></p>
<p><span style="color: #99ccff;">If you know of a system that&#8217;d be good for Hang Ups, or if you give it a shot, feel free to chime in below. I&#8217;d love to hear any other comments too or potential calls. I think I hear the phone ringing&#8230;</span></p>
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		<title>Mini-Flashbacks: Linking Characters Into the World Through Play</title>
		<link>http://www.pyresofvam.com/advice-tools/mini-flashbacks-linking-characters-into-the-world-through-play/</link>
		<comments>http://www.pyresofvam.com/advice-tools/mini-flashbacks-linking-characters-into-the-world-through-play/#comments</comments>
		<pubDate>Wed, 22 Sep 2010 09:54:54 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
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		<category><![CDATA[npcs]]></category>
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		<category><![CDATA[worldbuilding]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2088</guid>
		<description><![CDATA[<span style="color: #99ccff;">Let's face it, some players don't like writing backgrounds for their characters. Parents? Dead. Friends? None. Hobbies? Fighting. What if you could flesh out their backgrounds through play instead of having them write it all down at the start? Well, with mini-flashbacks you can! And they're not just a good tool for background-phobic players. Players who are into writing pages and pages of background can still benefit from this technique. It can also help link the players into the world and the immediate situation.</span]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">Let&#8217;s face it, some players don&#8217;t like writing backgrounds for their characters. Parents? Dead. Friends? None. Hobbies? Fighting. What if you could flesh out their backgrounds through play instead of having them write it all down at the start? Well, with mini-flashbacks you can! And they&#8217;re not just a good tool for background-phobic players. Players who are into writing pages and pages of background can still benefit from this technique. It can also help link the players into the world and the immediate situation.</span></p>
<h3><span style="color: #ffffff;">Remember That Time&#8230;</span></h3>
<p><span style="color: #99ccff;">How do these mini-flashbacks work? It&#8217;s pretty simple, but effective. Look for points in the story where some uncertain partially undefined element could be linked to a PC. Just make it one PC unless your have a few who have linked backgrounds (siblings for example). Mini-flashbacks work best when they are quick, and the less PCs involved, the better. Maybe the PCs hear about a priest accused of consorting with demons. Does the party&#8217;s paladin or cleric know the accused NPC? Rather than just telling the PCs &#8220;you know this guy&#8221;, initiate a mini-flashback.</span></p>
<p><span style="color: #99ccff;">Quickly set a scene full of tension. It doesn&#8217;t matter how the situation started, all that matters is what happens next. Using the above example, you could set the flashback with the party&#8217;s cleric alone late at night in the temple. During his prayers he hears muffled chanting coming from behind a bookcase. The cleric recognises some of the words as demonic and one of the voices sounds familiar.</span></p>
<p><span style="color: #99ccff;">Ask: &#8220;What do you do?&#8221; Does the PC investigate? If so, they see the NPC priest involved in a demonic ritual. You could add a twist here by having them make a perception check (more on checks and stats later). If they roll high enough perhaps they see that the priest appears to be involved under duress. If they fail, they believe he is complicit in the ritual.</span></p>
<p><span style="color: #99ccff;">From there, ask what the PC does now. Do they inform the authorities? Are they willing to testify in court? Maybe they take on the cultists themselves? Do they decide to walk away and ignore the ritual? Don&#8217;t worry about roleplaying any of this bit, just ask for the general direction they take.</span></p>
<p><span style="color: #99ccff;">Now, to reap the reward of the mini-flashback! Return to the present time and now the PC hasn&#8217;t just been told &#8220;you know this guy&#8221; or &#8220;you ousted him after you found him involved in a demonic ritual&#8221;. The PC has played it out and interacted with the NPC in a tense situation that would have made big changes in both the PC and NPC&#8217;s lives.</span></p>
<p><span style="color: #99ccff;">Suddenly, this isn&#8217;t a faceless NPC any more. He&#8217;s now linked to the PC and whatever actions they took in the mini-flashback will come back straight away to affect the present-day interactions with the NPC and related NPCs. If the PC dobbed the priest in, maybe he&#8217;s considered a hero to some and a snitch to others. If the PC vouched that the priest was involved against his will, maybe the cultists are after the PC or people consider the PC a liar or cultist sympathiser.</span></p>
<p><span style="color: #99ccff;">All this from a few minutes of flashback! During this, one PC has been in the spotlight. You could have had the other players play NPCs if desired, but even if they didn&#8217;t, they probably enjoyed watching the other PC and learning about their history. You should encourage input from the other players, offering suggestions from the spotlight PC.</span></p>
<h3><span style="color: #ffffff;">Quick As A Flash</span></h3>
<p><span style="color: #99ccff;">You should use mini-flashbacks in moderation and always, always make them quick, a few minutes at most. Once you get into the swing of them you can rapidly frame and resolve while still adding a lot to the present-day adventure. My favourite example of this is a forest-dwelling or elven PC returning with the party to her home town as part of the current adventure. As they near the village, she spots the stables. Initiate mini-flashback! She is on her first hunt for the rare white elks of the forest. Frame it with some tense imagery. After hours of stalking the mighty elk the hunters have finally found it. The PC gets the chance for to hurl her bolas and capture the creature! Have her make a roll. No damage is needed, simply a hit or miss.</span></p>
<p><span style="color: #99ccff;">Present day: if the PC hit with her shot, the majestic white elk is waiting for her in the stable (kept safe by her elders after she left the village). If she missed, she sees the empty stable and the memory of her loss that day hits her. Or even better, if she missed the shot maybe her rival captured the elk instead and she sees it there in the stable, a reminder of her loss and something for her rival to lord over her. It gives the player a big reward for a single roll if she succeeds, but if she fails, the commitment on the player&#8217;s part was small, so the loss doesn&#8217;t sting so much.</span></p>
<p><span style="color: #99ccff;">Mini-flashbacks used like this can fuel the game and provide hooks to pull players in. It also lets them make decisions on the spot about, during the mini-flashback, about how they want the current adventure to continue. They get some control over the world and NPCs and it makes them like mini-GMs for just a little while.</span></p>
<h3><span style="color: #ffffff;">Better With Age</span></h3>
<p><span style="color: #99ccff;">One of the snags with mini-flashbacks is that you&#8217;ll be jumping back to different parts of the PCs&#8217; lives. Ten years ago, one year ago, two weeks ago. What were the PCs&#8217; stats like back then? Mini-flashbacks are meant to be a quick, fun way to expand PC backgrounds. If we start writing up character sheets for each different stage of the PCs&#8217; lives, it defeats the purpose.</span></p>
<p><span style="color: #99ccff;">Instead, just eyeball it. You&#8217;ll be skipping over a lot of things and placing the PC in the middle of the action. It shouldn&#8217;t be a combat scene or a lengthy diplomatic debate. Mini-flashbacks should contain a couple of skill checks at most. One is usually fine (see the elk example above) and three should really be all you need (sneak up on the cultists, check out what they&#8217;re doing and hmm&#8230; see, that&#8217;s only two!).</span></p>
<p><span style="color: #99ccff;">Sometimes you&#8217;ll be flashing back to before the PC became what they are: the young girl in training to be a paladin, the wizardling who has never cast a spell, the young rogue who is just a grabby urchin, the lanky blacksmith&#8217;s apprentice who will go on to become a great warrior.</span></p>
<p><span style="color: #99ccff;">In these cases, if they would not have had such high skills as they do now, just modify their roll. Give a -4 penalty for a few levels ago, or a -10 for childhood things. You&#8217;ll have to judge these based on the situation at hand. Perhaps the young rogue was also very dexterous and has developed a lot more in other areas as she&#8217;s grown, but not so much in her reflexes and agility. In that case, a lesser penalty could be applied.</span></p>
<p><span style="color: #99ccff;">Some skills, too, wouldn&#8217;t change very much because they aren&#8217;t often used, or training does not alter them a great deal. Perception could be one of these skills, and depending on how much your PCs use their Craft or Profession skills, they might not have gotten any better in the last fifteen years. As I said, just eyeball it, go with your gut and discuss briefly with the spotlight player what you think is fair. Agree and move on. Make the rolls, get back to the present.</span></p>
<p><span style="color: #99ccff;">Once you do decide on a fair penalty, have the player jot it down (Age 14: Agility 6) on an index card or their character sheet for later, especially if you plan to flash back to this age bracket a fair bit. Doing so is not a bad idea, actually, as you can have stories going in tandem, present and past. If you&#8217;re all into it have some more mini-flashbacks during or after you resolve the adventure that the first mini-flashback was related to.What does the PC cleric do after dobbing in the demon-worshipping priest?</span></p>
<h3><span style="color: #ffffff;">Wrapping Up</span></h3>
<p><span style="color: #99ccff;">This technique can end up creating the present-day adventures and stories for you, and by the end of things the characters are much more fleshed out than they might otherwise be, and the players are much more likely to remember their PCs&#8217; backgrounds after having played through them, rather than just writing them or being told them.</span></p>
<p><span style="color: #99ccff;">If you have a shot at using this technique, I&#8217;d love to hear about it. Just remember that the mini-flashbacks should be quick, fun for everyone, create hooks into the current adventure and give a bit of info about a PC&#8217;s background. If all of these aren&#8217;t being achieved, rethink how you&#8217;re using mini-flashbacks, or maybe just use them less frequently.</span></p>
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		<title>Demonsea: Ships of the Demonsea</title>
		<link>http://www.pyresofvam.com/concoctions/adventure-locations/demonsea-ships-of-the-demonsea/</link>
		<comments>http://www.pyresofvam.com/concoctions/adventure-locations/demonsea-ships-of-the-demonsea/#comments</comments>
		<pubDate>Sun, 19 Sep 2010 08:02:45 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Adventure Locations]]></category>
		<category><![CDATA[adventures]]></category>
		<category><![CDATA[campaign]]></category>
		<category><![CDATA[demonsea]]></category>
		<category><![CDATA[hooks]]></category>
		<category><![CDATA[npcs]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[worldbuilding]]></category>

		<guid isPermaLink="false">http://www.pyresofvam.com/?p=2008</guid>
		<description><![CDATA[<span style="color: #99ccff;">Avast maties! It b</span><span style="color: #99ccff;">e</span> <a href="http://www.talklikeapirate.com/">Talk Like a Pirate Day</a>! <span style="color: #99ccff;">To celebrate we be postin' a piratical article about the colourful characters ye be likely to meet if ye be so bold as to venture into Haulshore: a treasure-hunter's paradise in the</span> <a href="http://www.pyresofvam.com/tag/demonsea/">Demonsea</a> <span style="color: #99ccff;">campaign settin'. We've even got a big campaign seed for ye, and hooks for each o' the captains. Ye could also use this here article for some other world, but if ye arrren't privy to the secrets o' the Demonsea,</span> <a href="http://www.pyresofvam.com/concoctions/campaign-settings/demonsea-setting-sail/">cast ya eyes yonder</a> <span style="color: #99ccff;">to read of a world of demons, pirates and adventure on the high seas!</span]]></description>
			<content:encoded><![CDATA[<p><span style="color: #99ccff;">Avast maties! It b</span><span style="color: #99ccff;">e</span> <a href="http://www.talklikeapirate.com/">Talk Like a Pirate Day</a>! <span style="color: #99ccff;">To celebrate we be postin&#8217; a piratical article about the colourful characters ye be likely to meet if ye be so bold as to venture into Haulshore: a treasure-hunter&#8217;s paradise in the</span> <a href="http://www.pyresofvam.com/tag/demonsea/">Demonsea</a> <span style="color: #99ccff;">campaign settin&#8217;. We&#8217;ve even got a big campaign seed for ye, and hooks for each o&#8217; the captains. Ye could also use this here article for some other world, but if ye arrren&#8217;t privy to the secrets o&#8217; the Demonsea,</span> <a href="http://www.pyresofvam.com/concoctions/campaign-settings/demonsea-setting-sail/">cast ya eyes yonder</a> <span style="color: #99ccff;">to read of a world of demons, pirates and adventure on the high seas!</span></p>
<p><span style="color: #99ccff;">Haulshore is a sunny bustling seaside town in Darbrin. It has auction houses aplenty that pay good coin for all manner of exotic artefacts brought in from the sea and far away lands. Pirates, explorers and adventurers consult maps at taverns such as the Jolly Dagger and recruit crew members here for daring expeditions. Such crews often bid on items at the auction houses too, as many of these artefacts &#8211; be they engraved shields, horned skulls, battered journals or what have you &#8211; also serve as maps to even greater treasure for those who know what to look for. </span><span style="color: #99ccff;">You won&#8217;t always find the same ships at Haulshore &#8211; they&#8217;re usually off on adventures &#8211; but it is a frequent port of pirates.</span></p>
<p><span style="color: #99ccff;">Right now, some very notable captains have docked in Haulshore and are looking for new crew members. Everyone seems interested in a secret auction in the back rooms of the Jolly Dagger &#8211; something too precious to be shown in the auction houses. It is an ornate shield known as Sarrek&#8217;s Voyage. </span><span style="color: #99ccff;">Engravings and threads of gold depict the ancient hero Sarrek at various stages in his epic voyage: the Battle of One, the Battle of Many, Respite, the Ascendancy, the Stranded and so on. </span></p>
<p><span style="color: #99ccff;">Exact locations of the events depicted on Sarrek&#8217;s Voyage are unknown, but it is said the ancients built a temple at each point. Rumour has it that taking the shield to each temple will show the way to the next location and ultimately, the final resting place of Sarrek: a mythical holy city of treasure and wonder lost for thousands of years!</span></p>
<h3><strong><span style="color: #ffffff;">Broken Shackle</span></strong></h3>
<p><span style="color: #99ccff;">Captain Hodric &#8216;Red&#8217; Bragg is a ragged portrait of a cutthroat pirate. His gut is heavy with grog, his thick black beard full of lice, his teeth yellowed or replaced with gold and his reddened skin leathery from sun. His crew is a bunch of murderous criminals with nowhere else to go and no moral compass to guide them. </span></p>
<p><span style="color: #99ccff;">Very few women ever join his crew and those that do have to be tough as nails to survive, and even then the Broken Shackle is not an inviting place for females &#8211; or for civilised males. Below deck, the three-masted black and brown galleon smells like grog, piss, blood and sweat. It has a large filthy brig for any foe who survives an onslaught from the ship. On deck there perches a black cannon that has obliterated more than a few enemy ships.</span></p>
<p><span style="color: #99ccff;">Bragg&#8217;s crew has some good divers who quickly loot their sinking foes. The crew also contains one incongruous man named Lorne. He is well-dressed, well-spoken and seems very out of place here. Whispers say that he may have once sailed with the Fierce Sharai, but there is bad blood between them now and Lorne is the recruiting officer for the Broken Shackle.</span></p>
<p><span style="color: #99ccff;">The Broken Shackle&#8217;s crew pillage and plunder. Their average missions include raiding unfortified towns, scuttling or capturing courier and merchant ships and generally causing havoc that reaps rewards of gold, grog or women. Lately, though, Bragg has been sending his crew on more and more raids against smugglers. What do they have that he wants so badly? The Red Captain has been getting redder recently, it seems &#8211; some say it&#8217;s not the sun at all, but that Bragg has been hiding an addiction to Ambrosia &#8211; the red liquid rumoured to be made of demon blood &#8211; and has fallen off the wagon. Perhaps now is the perfect time for mutiny?</span></p>
<h3><strong><span style="color: #ffffff;">Seventh Chance</span></strong></h3>
<p><span style="color: #99ccff;">Captain Jenny &#8216;Fishnet&#8217; Shemmer is a strikingly beautiful woman. Her lustrous red hair, long legs and good looks are the talk of the town whenever she comes ashore. However, she is as dangerous as she is pretty. It is said that Fishnet got her nickname when she strangled to death the former lascivious male captain of the Seventh Chance with her stockings.</span></p>
<p><span style="color: #99ccff;">It is well known that Shemmer sails both ways and seems to only recruit attractive and alluring people. Because of this, her entire crew consists of beautiful men and women who are also deadly in combat &#8211; if they weren&#8217;t before joining the crew, they quickly learn to be under Shemmer&#8217;s harsh and domineering rule.</span></p>
<p><span style="color: #99ccff;">Shemmer likes control and hates being showed up. She holds a grudge like no other and will commit considerable resources towards vengeance. She loves her ship, the Seventh Chance, and since winning it from the previous captain she has made the two-masted galleon into a work of beauty. Polishing and painting the ship are common chores for the crew and the vessel is flawless, save for one massive scar down the side of the ship that reaches so high it mars the railing on the bow itself. Shemmer sometimes sits and strokes the splintered wound on the railing, thoughts of revenge dancing behind her eyes.</span></p>
<p><span style="color: #99ccff;">The Seventh Chance favours bounties of jewellery, artwork and other beautiful things. Whenever they can, these are the prizes they seek. Beautiful new crew members are also sought out and any ships or even towns that strike Fishnet&#8217;s fancy will often become the target of ruthless and relentless attacks until she has what she wants. Most of the rest of the crew&#8217;s time is spent tending to the ship and tracking down those who have wronged the crew and captain.</span></p>
<h3><strong><span style="color: #ffffff;">Freerunner</span></strong></h3>
<p><span style="color: #99ccff;">Captain Seth &#8216;Breezer&#8217; Tallow is a lanky young man, spry and full of wit and good humour. He is incredibly laid back for a pirate captain and other crews sometimes call the Freerunner the &#8216;Party Ship&#8217;. His people are relaxed and spontaneous, making them unpredictable in combat and allowing them to excel in unexpected situations. However, their attitude means that they don&#8217;t plan ahead a whole lot and just &#8216;breeze&#8217; through life taking advantage of opportunities that come their way.</span></p>
<p><span style="color: #99ccff;">Breezer&#8217;s crew could probably achieve great things if they put their minds to it, but few of them ever bother. Most are highly intelligent, but bored with lives of discipline. Breezer offers a life with hammocks on deck and tropical drinks and card games most of the day. Because of Breezer&#8217;s lax policies, his ship is a haphazard vessel patched together and barely staying afloat. It is one of the fastest ships on the waves due to it&#8217;s design, but after even a short skirmish there is a chance of sinking.</span></p>
<p><span style="color: #99ccff;">Being an opportunistic captain, Breezer has made a lot of enemies. He&#8217;s avoided many more thanks to the quick thinking and glib tongues of his crew during short cons. Breezer&#8217;s even pulled one over on Shemmer a few times &#8211; he doesn&#8217;t think she&#8217;s on to him, but he can&#8217;t be sure. Whether Shemmer is involved or not, one particular mark Breezer struck at long ago has teamed up with a more recent mark, tracked him down and is about to start some trouble. Meanwhile, the ship is in desperate need of repairs.</span></p>
<h3><strong><span style="color: #ffffff;">Fierce Sharai</span></strong></h3>
<p><span style="color: #99ccff;">Captain Dasharah &#8216;Ransom&#8217; Kalkaran is a fit, bald Kalrashi man in his mid-thirties, lean, tall and looming. Dasharah is a serious but friendly and reasonable man who understands the importance of structure and discipline, but also knows that people need to cut loose every now and then &#8211; especially when hunting demons. The Fierce Sharai &#8211; meaning Fierce Queen in Kalarashi &#8211; is dedicated to protecting the world by hunting down demons, cultists and artefacts that could be used to strike back against the demons in the Burning War back in Kalarash &#8211; or securing those that could be used by demons.</span></p>
<p><span style="color: #99ccff;">Because the captain is Kalarashi and the ship&#8217;s cause is close to his people&#8217;s hearts, many other Kalarashi are drawn to this multicultural crew. Dabrish are the minority aboard the ship, but not by much. Generally, the crew is very accepting and there is little racial tension as everyone has much greater threats to contend with, in the form of demons. Criminals find their way onto the Broken Shackle, but many outcasts have a home on the Fierce Sharai, as the captain has a soft spot for these people, being an outcast himself.</span></p>
<p><span style="color: #99ccff;">Dasharah&#8217;s nickname, &#8216;Ransom&#8217;, comes from the fact that he is more likely to ransom prisoners back than kill them. Some say, however, that the true origins of his nickname are much more intriguing. The Fierece Sharai, golden in colour, was originally a </span><span style="color: #99ccff;">royal Kalarashi treasure ship and rumour has it that Dasharah stole the large swift vessel &#8211; laden with a sharai&#8217;s ransom in valuables &#8211; and fled his homeland. It is </span><span style="color: #99ccff;">unclear what drove Dasharah to this course of action.</span></p>
<p><span style="color: #99ccff;">Perhaps he was banished for committing some horrible crime or maybe he</span><span style="color: #99ccff;"> discovered a dark secret during his time as a royal guard and could no longer bear to serve his sharai. Whatever happened, everyone &#8211; especially rival captains &#8211; have their own opinions of the event and scandal surrounds his departure. Regarding nicknames, it is </span><span style="color: #99ccff;">said that Shemmer finds Dasharah quite appealing and has given him a second nickname: &#8216;Handsome Ransom&#8217;.</span></p>
<p><span style="color: #99ccff;">The Fierce Sharai&#8217;s missions are much more dangerous and exotic than some of the other crews, due to their frequent encounters with the demonic. In Darbrish waters, they are more likely to come across cultists or demonic artefacts than true demons, but they have sighted a hellship or two in their time. </span></p>
<p><span style="color: #99ccff;">One member of the crew, a waif of a woman named Esmala is demon-touched and receives prophetic visions, though some say the demons can see through her eyes. Sarrek&#8217;s Voyage supposedly leads to a place that holds a mighty weapon that could be used for or against demons. Dasharah wants to get there first to use the weapon to fight against the demons, but he knows the other captains have their eyes on Sarrek&#8217;s Voyage too.</span></p>
<h3><strong><span style="color: #ffffff;">Bloodwave</span></strong></h3>
<p><span style="color: #99ccff;">Captain &#8216;Bloody&#8217; Bertha Harding is a hardbitten fearsome woman who makes Shemmer look like a kitten. Bloody Bertha is burly, battleworn and stout. She is not short, but not towering. She is middle-aged at least, but her exact age is hard to determine and anyone who has dared ask is now dead. Bertha is widely known to be heartless and ruthless. Her crew are crazy, bloodthirsty monsters too, and she is the only one who can control them. Nobody messes with Bloody Bertha. </span></p>
<p><span style="color: #99ccff;">Her ship is a massive cannon-laden heavily-armoured vessel, painted red &#8211; rumours say that the paint is the blood of her enemies and &#8220;Bertha will paint the ship with you!&#8221; is a common warning to fellow crew mates or a threat to enemies. The Bloodwave is so well armed and armoured that ramming other ships is definitely an option and the scars on its hull are testament to the battles it has won.</span></p>
<p><span style="color: #99ccff;">Nobody knows how new recruits are chosen for the Bloodwave, but what is common knowledge is that the ship&#8217;s recruiter is also an infamous and effective torturer, possibly an outlaw inquisitor wanted for treason. </span><span style="color: #99ccff;">Rumours told by men now dead at Bertha&#8217;s hand proposed that one of her rival captains was actually her child. Dasharah is out of the question, but could Bragg, Shemmer or Breezer really be related to Bloody Bertha? If so, nobody is letting the secret out and they all seem just as terrified of her as anyone else. Or is that just a show? Could one of them be working with her? Or is their relationship even more fuel for the fires of rivalry?</span></p>
<p><span style="color: #99ccff;">Bloody Bertha is a woman obsessed, it seems. Her ship, the Bloodwave is the toughest ruddy ship on the sea, but she isn&#8217;t satisfied. Word has it that Bloody Bertha is looking to capture herself a Hellship. Only she would be crazy and ballsy enough to try to board and take a hellship: these ships sailed straight out of Hell, lashed together from flesh and bone, leaving a trail of sulphur-smelling steam in their wakes. </span></p>
<p><span style="color: #99ccff;">Some believe the hellships are colossal demons themselves, and more than one half-drunk half-insane sailor has told tales of catching a fleeting glimpse of a hellship through a thick blanket of steam and swearing that a huge yellow eye peered back from the bow. How much of this is true is unclear, but it&#8217;s all damn scary and Bloody Bertha doesn&#8217;t seem phased in the least.</span></p>
<h3><span style="color: #ffffff;">Casting Off</span></h3>
<p><span style="color: #99ccff;">PCs starting off in Haulshore have plenty of opportunities for adventure. Which crew will they join? Do they admire the ship&#8217;s captain or share his or her goals and desires, are they just there for the riches, or are they joining as spies or so they can mutiny? Do they have any ties with the other ships&#8217; crews? What trouble and advantages will this lead to? How interested are they in Sarrek&#8217;s Voyage? Do any of them have connections to demons? Maybe one has seen a hellship before or perhaps they are inquisitors or demon-touched.</span></p>
<p><span style="color: #99ccff;">You should make sure to let PCs make knowledge checks and talk to the ships&#8217; recruiters, because whichever ship they end up on, it will make quite a difference &#8211; even if all the captains are after Sarrek&#8217;s Voyage. Pirate ships are great, because they are mobile adventure locations. Don&#8217;t think of them just as a means of transport from one adventure to another. Lots of exciting things can happen in the middle of the ocean, thanks to the variety of interesting NPCs stuck together in a relatively small area.</span></p>
<p><span style="color: #99ccff;">The descriptions above talk about the crews in general, but there are always crew members who break the mould - there might be some nice people, like Lorne, aboard the Broken Shackle, surely Shemmer can&#8217;t be a task master all the time (right?), maybe there are a few really dedicated long con grifters on the Freerunner, there are definitely some nasty people on the Fierce Sharai amongst all the other accepting crew, and who knows what really goes on behind the fortified hull of the Bloodwave?</span></p>
<p><span style="color: #99ccff;">Remember, too, that pirate crews are large and the PCs might not meet everyone straight away. That allows you to introduce new NPCs later, even in the middle of a voyage. Pirates die too &#8211; especially in Savage Worlds &#8211; and recruiters will need to gather more crew, meaning new NPCs &#8211; good and bad &#8211; will be joining the established crew from time to time. Connections with other ships also make for interesting hooks when you inevitably run into a rival pirate crew.</span></p>
<p><span style="color: #99ccff;">Whatever you do, make it fun and exciting! That&#8217;s the spirit of adventures on the Demonsea!</span></p>
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		<title>Reusing NPCs</title>
		<link>http://www.pyresofvam.com/advice-tools/reusing-npcs/</link>
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		<pubDate>Fri, 12 Mar 2010 05:20:51 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Advice & Tools]]></category>
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		<description><![CDATA[<div style="color: #99ccff;">

I was reading <a href="http://spiritsofeden.com/2010/03/10/stock-characters-in-your-rpgs/">this post about reusing NPCs</a> over at the <a href="http://spiritsofeden.com/">Spirits of Eden</a> and I realised I had a lot more to say than could fit in a comment. So I’ve been inspired to write my own post on the topic.

I find that my players become very intrigued when they encounter an NPC who has been through some noticeable change since the last time the players saw them.

I’ve been using the same RPG world since I started running games, but legends of the PCs' adventures live on and so do some NPCs...</div><p></p]]></description>
			<content:encoded><![CDATA[<div style="color: #99ccff;">
<p>I was reading <a href="http://spiritsofeden.com/2010/03/10/stock-characters-in-your-rpgs/">this post about reusing NPCs</a> over at the <a href="http://spiritsofeden.com/">Spirits of Eden</a> and I realised I had a lot more to say than could fit in a comment. So thanks goes to Wyatt for inspiring this post on the topic.</p>
<p>Wyatt was writing about stock characters that he reused in different campaigns. I’ve done this several times and my players love it. I find that my players become even more intrigued when the NPC has been through some noticeable change since the last time the players saw them.</p>
</div>
<div style="color: #99ccff;">I’ve been using the “same” RPG world since I started running games, but there’s a reason “same” is in quotation marks. Some of the adventures in this world happened thousands of years ago, so the landscape has changed but legends of the PCs&#8217; adventures live on and so do some NPCs.</div>
<div style="color: #99ccff;">
<h3><span style="color: #ffffff;">Really Old Friends</span></h3>
<p>Mondo was one of the first major NPCs I ever made. I was new to roleplaying games and I wanted him to be <em>awesome</em>. So, of course, he was a powerful wizard who felt the need to show off his talent by having automatic spells cleaning his room and making potions, using mage hand to pull books off shelves, and so on. He had a cloak that reflected the current state of the sky above him, even if he was inside. He even had a pet pseudodragon. See? <em>Awesome.</em></p>
<p>Grindor, on the other hand, was a travelling merchant with a giant bag of holding that contained his entire market stall and all his stock. He had an orc bodyguard, but was very friendly to the PCs. He even loaned a powerful sword to a trustworthy adventurer who really needed a leg up in a coming battle.</p>
<p>Skip ahead several thousand years and Mondo and Grindor are still around. When my wife discovered this, in game, she was very intrigued to find out why her first PC had faded into myth and legend, but her merchant and wizard friends were still going about their business.</p>
<p>These days Mondo has eschewed his ostentatious magic and lives in a cottage outside a large city. Mondo’s “awesome” cloak is gone, but he still keeps a small amulet with some of that fabric stretched over it to remind himself – and PCs – of how things used to be. His pseudodragon is long dead but its ghost keeps the old wizard company.</p>
<p>Grindor also carries on and while the PCs haven&#8217;t found out why he&#8217;s still around, I&#8217;ve got it worked out. What they do know is that he&#8217;s friends with Mondo. These ancient recurring NPCs have got to stick together.</p>
<p>Grindor also has a bigger shop now and some new assistants. His orc bodyguard is dead, but he now has an intelligent stone golem and a small freckle-faced girl helping him out. My wife is very suspicious that this could be her long-dead character&#8217;s descendent. No comment from me. New fodder for new stories.</p>
<h3><span style="color: #ffffff;">Familiar Faces</span></h3>
<p>I realise that most GMs won’t be progressing their world thousands of years. So here are a few more examples that have only half played out so far, but that I have high hopes for in the future.</p>
<p>Theo was the central NPC in a solo campaign I ran for my wife. Theo was the overworked understaffed captain of the guard and my wife’s character was his confidential informant. At the end of the campaign, Theo retired with ideas of starting up a detective agency once he spent some time relaxing.</p>
<p>Sooner or later, I’m going to need a detective NPC. Who better than Theo? My wife will love seeing him again and it’ll be great to see how he’s changed. Is he still trying to get the job done with an empty wallet? Is the new life less stressful? More stresseful? Maybe he’s still on vacation, fishing from the piers but can’t keep himself away from the job and starts unofficially investigating crimes that the guards don’t want to touch.</p>
<p>Another example is Sidney, a character I pre-generated for one of my players who just ran with the concept, playing him really well. He was a paranoid little man, working for an oppressive government. His pockets were full of stolen government stationery and coasters in a pathetic attempt to stick it to “the Man”.</p>
<p>Sidney was used in a one-shot flashback game reminiscent of the movie <em> he Hangover</em> and was very concerned about all the crazy things he had done the night before. &#8220;Do you know how many regulations we&#8217;ve broken?&#8221; At the end of the game he fled the country and his government.</p>
<p>When we next meet him will he be just as paranoid? Will he be a super cool spy? Will he be out of the business? He could be in deep with the criminal underworld, bringing his paranoia back in full – and this time with good reason.</p>
<h3><span style="color: #ffffff;">Other Methods &amp; Final Thoughts</span></h3>
<p>There are lots of other ways to reuse NPCs. One of my favourite and most successful NPC (and PC) reuses involved a Parallel Universe, but I’ll save that for another post. I’ve also got some related advice on using NPC surnames and traits to create believability, so I’ll post about that soon too.</p>
<p>As you can see, I’ve got more to say on this topic, but this post has become rather long. I’ll finish up by saying that reusing memorable NPCs is a great way to create believability and verisimilitude in your world. On top of that, your players will love seeing these characters again, especially in a different light.</p>
<p>Have you ever reused NPCs in your games? What about &#8220;retired&#8221; PCs? What other methods do you have for reusing NPCs? I&#8217;d be interested to hear anyone&#8217;s thoughts.</p>
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		<title>Minigames: Knifey-Dicey</title>
		<link>http://www.pyresofvam.com/concoctions/minigames-knifey-dicey/</link>
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		<pubDate>Wed, 10 Mar 2010 05:20:20 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
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		<guid isPermaLink="false">http://www.pyresofvam.com/?p=444</guid>
		<description><![CDATA[<div style="color: #99ccff;">I recently had an NPC ask a PC if he'd like to gamble, but I hadn't thought of the game they would play. Before I knew it I was saying in character as the NPC: "So, have you ever played... knifey-dicey?" On the spot, we came up with some quick rules for this two player minigame.</div><br ]]></description>
			<content:encoded><![CDATA[<div style="color: #99ccff;">In our Pathfinder game this week the PCs visited the tavern of a town they staying at. One of the PCs is a mercenary with a lot of gold to spare and likes to show how tough he is. So I had an NPC ask him if he&#8217;d like to gamble. He agreed, but I realised I hadn&#8217;t thought of the game they would play.</p>
<p><a href="http://www.flickr.com/photos/topher76/293277608/"><img style="margin: 5px 5px 5px 5px;" title="Dice Another Day" src="http://farm1.static.flickr.com/110/293277608_0fa427d99e_m.jpg" alt="" width="240" height="160" align="right" /></a></p>
<p>I wanted there to be dice to add a element of chance to the game, but I also wanted it to help the PC look tough. First thing that came to mind was that <a href="http://en.wikipedia.org/wiki/Knife_game">knife game</a> where you splay your fingers on a table and quickly stab a knife between them.</p>
<p>Before I knew it I was saying in character as the NPC: &#8220;So, have you ever played&#8230; knifey-dicey?&#8221;</p>
<p>While not as simple as the Simpsons&#8217; &#8220;knifey spoony&#8221;, it was more fun than cutlery comparison.</p>
<p>On the spot, we came up with some quick rules for this two player minigame, which are as follows:</p>
<ol>
<li>Decide the stakes (standard games are either 1 or 5 gold pieces).</li>
<li>Decide who goes first (roll a d6 and call odds or evens, or flip a coin &#8211; loser goes first).</li>
<li>The player whose turn it is throws the agreed stakes onto the table.</li>
<li>The player rolls a d6 to see how many &#8220;circuits&#8221; or &#8220;laps&#8221; of their hand they have to do.</li>
<li>The player makes a Dexterity check with a DC equal to 10 + the number of rounds played so far (0 in the first round) + the result of the d6 rolled in Step 4. Just remember <strong>DC = 10 + rounds + d6</strong>.</li>
<li>If the player succeeds, it is now the other player&#8217;s turn. Repeat steps 3-6 until someone loses or quits (every second time you get to this step, it is a new round so the DC increases by 1).</li>
<li>Winner takes the stakes. For 24 hours, the loser suffers a -2 penalty to rolls requiring two hands (unless they quit before stabbing themselves). DC 15 Healing check or any <em>cure</em> spell removes the penalty.</li>
</ol>
<p>We played a game of knifey-dicey using these rules and it was a lot of fun. Due to the ever-increasing stakes, the PC ended up winning 30 gold pieces and the NPC walked away with a damaged hand.</p>
<p>I imagined and described the game as extremely fast paced. Decide stakes and who goes first, then begin! Throw gold on the table, roll the d6 and stab stab stab! Other player throws down gold, roll, stab stab stab! Repeat!</p>
<p>Because of the quick pace of the game, the DC increases by 1 each round, so someone is eventually going to lose &#8211; if they don&#8217;t quit before that, forfeiting the stakes.<br />
Knifey-dicey has several things going for it:</p>
<ul>
<li>Quick and simple to play</li>
<li> Elements of randomness</li>
<li>Elements of &#8220;skill&#8221; (the players&#8217; Dexterity scores)</li>
<li>Easy to make variants</li>
</ul>
<p>Speaking of variants, here&#8217;s a few I&#8217;ve made up just now for this post:</p>
<p>Knifey-Dicey-Drinky:</p>
<ul>
<li>After their turn (that is, after Step 5), the player chugs a mug of  ale or takes a shot of spirits.</li>
<li>The player then makes a Fortitude save (DC equal to 10 + the number  of drinks consumed).</li>
<li>Failing the Fortitude save adds 1 to the DC of subsequent Dexterity  checks in Step 5.</li>
</ul>
<p>Knifey-Dicey-Wifey:</p>
<ul>
<li> Dedicated couples play this game, where one partner stabs around the other&#8217;s hand.</li>
<li>Often played as &#8220;doubles&#8221;, where both partners stab at the same time (rolling Dexterity separately).</li>
<li>If one partner gets stabbed, the other can continue on. It&#8217;s like having two chances.</li>
<li>Winners take the stakes. Losers suffer regular penalties and whatever their partner dishes out.</li>
</ul>
<p>Knifey-Dicey-Deadly:</p>
<ul>
<li> The knives are soaked in deadly poison. Winner takes stakes. Loser dies.</li>
</ul>
<p>Knifey-dicey is a quick and fun minigame that you can add to just about any roleplaying game to spice up the action next time your PCs wander into a tavern. <strong>EDIT:</strong> See the comments below for my conversion to Savage Worlds rules.</p>
<p>Knifey-dicey could also be used as a hook. &#8220;Sure, I&#8217;ll give you the information you&#8217;re after, if you and your buddy there beat me and my girl at knifey-dicey-wifey&#8221;. And I can just picture a showdown with a crime lord who challenges the PCs to a game of knifey-dicey-deadly instead of traditional combat. It would definitely be a memorable encounter.</p>
<p>Do you have any minigames like this in your roleplaying games? What sort of mechanics do you use? And if you try out knifey-dicey in your game, I&#8217;d love to hear how it goes.</p>
<div><em><a href="http://www.pyresofvam.com/announcements/pathfinder-roleplaying-game-compatibility-license/">(Compatible with the Pathfinder Roleplaying Game)</a></em></div>
<div><em><br />
</em></div>
<hr />Image Source: <a rel="cc:attributionURL" href="http://www.flickr.com/photos/topher76/">http://www.flickr.com/photos/topher76/</a> / <a rel="license" href="http://creativecommons.org/licenses/by-nd/2.0/">CC BY-ND 2.0</a></p>
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		<title>Link Hoard: Australia Day 2010</title>
		<link>http://www.pyresofvam.com/odds-ends/link-hoard/link-hoard-australia-day-2010/</link>
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		<pubDate>Tue, 26 Jan 2010 02:49:46 +0000</pubDate>
		<dc:creator>Mockingbard</dc:creator>
				<category><![CDATA[Link Hoard]]></category>
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		<description><![CDATA[<div style="color:#99ccff;">Australia is basically a fantasy roleplaying setting come to life. Australia is beautiful, deadly and a great source of inspiration for gamemasters. So, to celebrate Australia Day I’ve collected Australia-related roleplaying links and inspirational links from around the webosphere for your perusal.<div><div></div><br /></div></div]]></description>
			<content:encoded><![CDATA[<div style="color: #99ccff;">Australia is basically a fantasy roleplaying setting come to life. We have devastating floods, fires, droughts and incredible <a href="http://en.wikipedia.org/wiki/2009_Australian_dust_storm#Gallery">dust storms</a>. We have fantastical animals, many of which are deadly and/or poisonous. <a href="http://en.wikipedia.org/wiki/Platypus_venom">Platypus</a>, I&#8217;m looking at you. We have deserts, rainforests, snowy mountains and coral reefs. Australia is beautiful, deadly and a great source of inspiration for gamemasters. So, to celebrate Australia Day I&#8217;ve collected Australia-related roleplaying links and inspirational links from around the webosphere for your perusal.</div>
<div style="color: #99ccff;"><span id="more-99"></span><br />
I&#8217;ve already mentioned the fearsome platypus, but Australian myth and folklore offers up some interesting monsters too like the are-they-silly-or-scary <a href="http://www.koboldquarterly.com/k/article112.php">drop bears</a> &#8211; giant koalas that drop out of trees and crush you, then rip your face off &#8211; and of course, everyone&#8217;s favourite vorpal billabong lurker, the <a href="http://www.pathfindersrd.com/bestiary/fan-conversions/paizo-adventure-paths/pf-1-burnt-offerings/bunyip">bunyip</a> <a href="http://en.wikipedia.org/wiki/Bunyip">from Aboriginal mythology</a>.</p>
<p>Sometimes fact is stranger than fiction. Just take a look at <a href="http://en.wikipedia.org/wiki/Australian_megafauna">Australian megafauna</a> for real life examples of dire animals. For a more current example, the Devil Facial Tumour Disease (DFTD) affecting <a href="http://en.wikipedia.org/wiki/Tasmanian_Devils">Tasmanian Devils</a> just screams &#8220;adventure hook&#8221;. Tasmanian Devils are crazy little creatures to begin with. Their jaws give them the most powerful bite force of any mammal (relative to body size), they let off a foul odour when stressed, they&#8217;re ferocious when feeding, and their disturbing ear-piercing screech sounds as scary as any monster. Add to all this the DFTD and you&#8217;ve got a group of ravenous screeching monsters covered in sores and wounds.</p>
<p>In your fantasy game, perhaps the disease drives them even more insane so that they give up their scavenging ways and attack travellers on the roads. Villagers cower in their shacks as they hear the unearthly screams of the diseased devils stalking the outskirts of the town. I&#8217;ve actually developed a race of monstrous humanoids called the Retch (singular and plural) which are based on Tasmanian Devils. I&#8217;ll update them to Pathfinder RPG stats some time and post them here with crunch, fluff and adventure hooks.</p>
<p>Paizo&#8217;s third annual <a href="http://paizo.com/rpgsuperstar">RPG Superstar</a> competition has begun and two Australians have made it into the Top 32 contenders. So, 6% of the finalists are Australian, whereas only 0.3% of the world is Australian. Therefore, we must be awesome <img src='http://www.pyresofvam.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Best of luck to my fellow Aussies. For those in the Canberra region, be sure to check out <a href="http://www.cgs.asn.au/index.html">CanCon</a> next year (you&#8217;ve just missed it this time around) or even <a href="http://www.genconoz.com/">Gen Con Oz</a> in Brisbane. I went to the first Gen Con Oz in 2008 and was at the session where an Aussie came up with what Tracey Hickman now calls &#8220;The Australian Rule&#8221; on page 69 of his <a href="http://www.xtremedungeonmastery.com/">X-treme Dungeon Mastery</a> book (while I don&#8217;t agree with all of the book&#8217;s content, there are some gems in there and it&#8217;s a fun read).</p>
<p>Fantasy and science-fiction roleplaying games are often showcases of outlandish environments. Australia is just as amazing with the <a href="http://en.wikipedia.org/wiki/Devil%27s_Marbles">Devil&#8217;s Marbles</a>, <a href="http://en.wikipedia.org/wiki/Wave_Rock">Wave Rock</a>, <a href="http://en.wikipedia.org/wiki/Uluru">Uluru</a>, <a href="http://en.wikipedia.org/wiki/The_Pinnacles_Desert">the Pinnacles</a>, <a href="http://en.wikipedia.org/wiki/The_Twelve_Apostles_%28Victoria%29">the Twelve Apostles</a>, <a href="http://en.wikipedia.org/wiki/Jenolan_Caves">Jenolan Caves</a>, <a href="http://en.wikipedia.org/wiki/Great_barrier_reef">the Great Barrier Reef</a> and <a href="http://www.flickr.com/search/?q=australia+landscape&amp;s=int">countless other breathtaking environments</a>.</p>
<p>I&#8217;m not sure how popular the 1987 Call of Cthulhu supplement <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=1634&amp;it=1">Terror Australis</a> is, but I&#8217;ve purchased the PDF and flicked through it. It includes three adventures, several monsters and an interesting mix of historical data and Lovecraftian mythos. Australian roleplaying games are few and far between, so if you&#8217;re interested in the concept, this is a good place to start. Besides, Australia and Cthulhu are each crazy and deadly enough that combining them is just awesomeness waiting to happen.</p>
<p>Before I wrap up, I just want to take a moment to recognise that for some, Australia Day is a time for celebrating everything that makes this country great. But for others, it represents the day that the English invaded this country and declared it <a href="http://en.wikipedia.org/wiki/Terra_nullius">Terra nullius</a>, displacing the Aboriginal people who had called this land home for over 40,000 years. If you want to find out more about this, start with the <a href="http://en.wikipedia.org/wiki/Australia_Day">Australia Day</a> article on Wikipedia or search Google for <a href="http://www.google.com.au/#hl=en&amp;source=hp&amp;q=invasion+day&amp;btnG=Google+Search&amp;meta=&amp;aq=f&amp;oq=invasion+day&amp;fp=1">&#8220;Invasion Day&#8221;</a>.</p>
<p>That&#8217;s it for this post. I hope it&#8217;s been enlightening. Next time you&#8217;re looking for a bizarre plant, animal or environment, look to Australia to see if it can fill your needs. If you&#8217;re running a game about natural disasters, read up about Australia to see how people have coped in these terrible situations. And if your GM runs a game set in Australia, be sure to keep your eyes on the trees. You never know when the drop bears will strike!</p>
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