Showing posts with label bard. Show all posts
Showing posts with label bard. Show all posts

Monday, November 22, 2021

Is This What It Feels Like To Be a Grognard? (Deja Vu and DND 5E)

Being an old hand at anything feels strange. Because on the one hand I always feel like I just became a member of a hobby (or even a profession) a few years ago. Then I take a step back, look at my timeline, and realize that no, I really have been here long enough for an entirely new generation or two to crop up and come into the hobby behind me.

Before we go much further, I'm going to try to follow my own advice in 5 Things You Can Do To Be a Better Ambassador For Your Hobby and not just grouse about things. However, I keep getting the strangest sense of deja vu, and I just felt compelled to talk about it this week.

Even in death, I still play.

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Wait, We're Having THIS Debate Again?!


For those not familiar with the term, a grognard refers to an older member of most hobbies (and of RPGs in particular) who has chosen their particular style or edition and opts not to move on with the changing flow of the hobby. Whether it's folks who are perfectly happy with the first edition of DND and have been playing it for decades, those who grew up on 2nd edition in the 80s and don't like what came after, or folks like me who came in during the 3.0/3.5 transfer and found their happy place there or with Pathfinder's first edition, we can sometimes feel strange and dated when our tastes are compared with what's popular in current gaming circles.

The term itself traces back to the French military, and when capitalized it refers to the imperial guard formed by Napoleon. Something I went into more detail on back in What is a Grognard? for those who didn't see it.

THaCO? Only a few of us left know that name...

While I definitely have my preferred styles of gaming and play (I like crunchy games with a lot of customization, and where the GM is more of a referee and less of an author, for those who are wondering), I also make my living designing supplements and additional content for roleplaying games. As such, while I may choose not to play certain games or editions for my own entertainment, I still have to read, understand, and keep up on all these changes to make certain I can handle any contracts that might come my way.

And though the 5th Edition of Dungeons and Dragons isn't new by any stretch of the imagination (I've moved twice since the playtest, and there's rumbles about the 6th edition already), it is responsible for bringing in one of the largest generations of players into the hobby. That's a good thing, and I won't knock any edition for acting as a solid recruitment tool to expand what it both my favorite pastime, and the primary way I pay my rent.

But without getting too critical, the 5th Edition feels like a greatest hits list of all the things Dungeons and Dragons has already done before. They gave us Ravenloft and the Forgotten Realms, the Warlock and the Artificer, and every time Wizards announced they were going to be putting out some shiny new content it turned out to be something that was just a re-tooling of a class, adventure, setting, or archetype that was already old when I joined the hobby nearly two decades ago.

Perhaps as a natural result of that, it feels like players are even having the same arguments that tables were having back when I still didn't know the difference between my skill synergies and my saving throws.

Atheist Clerics, Celibate Bards, and Emotionless Barbarians


If you've been a part of any RPG boards, social media groups, etc., chances are good you've come across the debate over the atheist cleric. In short, it's a cleric who draws their power from commitment to an idea or philosophy, rather than one who forms a bond with a god in a traditional sense. The arguments over this have been raging for weeks in my feed... and I have this weird feeling that people aren't aware this was settled forever and a day ago?

Seriously, ask the old timers. We have citations for these arguments.

Way back when Pathfinder first came out, there was text in the rulebook specifically addressing this. It was also handled back in the 3.5 edition with various prestige classes and expansions. Hell, just before the latest round of debates hit, I addressed the way this is often done poorly in Addressing The Fantasy Atheist. So I felt understandably baffled that there were so many people shouting about this when as far as I could tell there should have been at least a few grognards raising their voice to let these newer players know this wasn't a new conversation, and there was already a lot of established reading on the subject.

But then I started noticing other echoes that gave me the same, weird feeling.

There were people arguing about how barbarian rage worked, and what forms it could take. An argument I first had about 17 years ago (and it was considered a dead horse then, too), and one which I expanded on two years back when I wrote 50 Shades of Rage: Reflavoring The Barbarian's Signature Ability. There's been arguments about bards that don't play music, and who use dance, poetry, or rhetoric are somehow invalid even though there have been archetypes and suggestions for doing these very things for several editions, and none of these extra limitations are backed up by text in the book.

Pick a class, a species, or nearly any concept, and people are still having the exact same debates they've been having for years now. But, more importantly, it feels from reading the comments and interacting with some of the more vocal individuals that a majority of folks are convinced they're the first individuals to have these ideas, or to raise these points.

Though I'm not old enough to be a grandpa grognard, I've been at this long enough that I think I could be considered a wise and world-weary uncle. So I'd like to offer some uncle-y advice to folks out there with regards to gaming; before you get really revved up about an idea, direction, or debate, ask someone who's been in the hobby for a while. I guarantee you that we've got stories to share, and we'll save you a lot of time, energy, and community outrage.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, July 3, 2021

The Dime Novelist (Character Concept)

"And so their blades clashed. The Red Knight was the rolling fury of thunder, but Kialla was lightning, her sword always there a moment before his blade could fall. Steel slid against steel, the spells sparking against one another, until faster than a blink Kialla slipped inside his guard. Though the knight's plate was crimson from slaughter, it availed him not against her righteous fury, and his head fell at her feet."

Kialla looked up from the book, one eyebrow cocked. The scar that bisected that brow, the one she'd been given as a parting gift from the Red Knight, was white and clean. "This really the way you remember it, Dendrick?"

Dendrick smiled at her, showing a touch of the underbite his orcish heritage had given him. "I took copious notes that night, if you remember."

"I stabbed him through the heart," Kialla said. "In under the armpit. His gorget was thicker than three of my fingers. If I'd tried to cut through that the only way he'd have died would have been laughing at me too hard."

"Artistic license," Dendrick said with a shrug. "You did sever his head to collect the bounty, so it still happened."

Dialla shook her head, sighing. "I can't believe people pay you for this."

"Highways are long, and often boring," Dendrick said, smiling. "Besides, they pay me, and I pay you, so everyone gets their portion of the proceeds."

"This keeps up, I might not have to hunt bounties anymore," Dialla said.

Dendrick winced. "Don't say that! I need to have something ready by next summer. The readers are going to want another."

So who is next? A bandit king, perhaps? That cult we keep hearing about?


A Chronicler of Low-Price Legends


Our games tend to be replete with tale-telling bards and traveling minstrels, but there is another form of entertainment we often don't think about... especially if our worlds are advanced enough that the printing press exists. Because if there is a publishing industry, people are going to want entertainment from it. And once cheap materials can be used to turn cheap profits, all they need are cheap stories to fill the pages with.

And that is where the Dime Novelist comes into the picture.

"The Bloody Blade of Brighton"? I think we still have a copy somewhere...

For those not familiar with them, dime novels were the precursors to the pulps. They were written quickly, tended to be lurid, and they were printed on cheap paper, bound with cheap glue, and they hit newsstands and stores as fast as publishers could pump them out. They were quick, disposable entertainment, and most of them were about gunslingers, detectives, outlaws, and other adventurers who tended to be far removed from the readers in terms of lifestyle, distance, or both.

While most individuals who penned these books were just slapping words on the page, piecing together gossip, fantasy, and lurid stories with their own artistic flare, the concept of the dime novelist as a character is someone who wants their stories to be more authentic (if not precisely an exact accounting of events). Whether it's because they believe that what they're doing deserves to have integrity, or because they feel that being an eyewitness to the events will make for better sales, adventuring is merely a means to an end. After all, if they want to get a good story, they have to go to where the story is happening.

This concept can be done in a variety of different ways. After all, one could play a bard who prefers the written word over the fife or the drum, publishing the adventures of themselves and their companions to earn a living, but also to big-up their reputations. If there's too much embellishment, this could lead to people over-estimating them, or to individuals trying to ask them about things they never actually did. The sort of thing that leads their Small Legend to grow much faster than they'd like. Or, if the novelist is unscrupulous, they might specifically cause trouble in order to give their companions a threat to deal with... something that could end badly for them, if it's found out the novelist was the source of a dangerous situation.

Additionally, though this is an ideal concept for a bard, they're far from the only characters capable of making this idea work. A retired fighter might pen their memoirs, and find they need fresh material to keep putting more books out (the Richard Marcinko career path), or a wizard might intercut their field notes with stories of how their companions fared against various challenges. A monk might use the tales of their allies' actions to illustrate finer points of combat philosophy in their manual, or a sorcerer might need extra funds to support a lavish lifestyle. All the characters needs is the necessary skill to put the words on paper, and someone willing to distribute their stories... which is a significantly more interesting use of the Leadership feat when you consider your dozens of followers could all be your sales reps helping spread the word of your and your companions' great deeds!

Lastly, while this is an interesting role for a player character, this is also one that can work beautifully for a supporting NPC. And if you are going to go the bard route for it, I'd highly recommend checking out my 5 Tips For Playing Better Bards before putting this one in game!

Speaking of Dime Novelists...


One of the comments I keep getting on this particular series is how much folks enjoy the little snippets of fiction I put in the opening paragraphs. Even if the character concept isn't for them, or they're not sure they'll like it, they often find those little flashes to be of interest.

If you're one of those readers, you should know I write books as well. And, in fact, I just had a new one drop on the 1st!

Sci-fi thriller about de-commissioned super soldiers, anyone?

Old Soldiers is my most recent novel, and if you've had a hankering for 9-foot-tall albino bioweapons that Resident Evil hasn't quite satisfied, then you are definitely going to want to take a moment to meet Pollux and the other Myrmidon as they try to unravel a shadowy conspiracy that reaches all the way into the heart of New Liberty.

Or, if you're more of a modern fantasy reader, you might want to check out my other series. It's got hard-boiled mysteries with dark alleys, shadowy players, gangs of bruisers... and all of them are street animals in New York City. Our protagonist, Leo, is a Maine Coon with a bad attitude, a heart of gold, and a serious curiosity streak that gets him into trouble in Marked Territory and the latest tale Painted Cats which came out in May.

If you're a fan of traditional sword and sorcery adventure, then my novel Crier's Knife might be more up your alley. Alternatively, if you like game tie-in fiction then my story The Irregulars from the Pathfinder Tales might be more to your taste, and if you enjoy the grim darkness of the far future take a look at Waking Dogs- A World Eaters Tale. The last one's even free!

And that's just a smattering of what you'll find on my Amazon author page, in addition to the now triple-digit search results you'll find for my supplements on Drive Thru RPG! So if you enjoy my work, please, go check those out too!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, June 5, 2021

The Chaos Magician (Arcane Spellcaster Character Concept)

Christobel sat in the center of her cell. A cracked looking glass sat before her as she wove strands of her own hair into a tight cord. Pressing the pad of her thumb onto her canine tooth, she bit down, then smeared her blood along a hollow stone she'd found in the exercise yard before sliding it onto the cord and tying the ends together. She chanted dead words in a dead language, slipping the amulet around her neck before picking up a tiny wooden trivet she'd stolen from the mess hall.

The tools were humble ones, but that didn't matter for her purposes. She didn't follow the gods whose names the spell invoked, but that didn't matter either. All that mattered was they would do for the ritual. As the power swelled and settled, Christobel smiled to herself.

"Nothing is true," she said as she stood to face the barred window, her fingers already weaving the energy into the pattern she needed. "Everything is permitted."

A saying that, in all likelihood, might be one reason I was put here in the first place.


The Chaos Magician


Chaos magic, as an idea, is one that's permeated our fiction. However, as I pointed out in What is Chaos Magic?, the occult philosophy is actually very different than most of its depictions in pop culture. In short, the idea behind chaos magic as a philosophy is that a chaos magician will use whatever tools they need for a particular task, often blending together different symbolism, philosophies, structure, and ritual as needed. While the symbolism and ideas are all directed at a singular purpose, there is no established belief system or structure to the chaos magician; everything is in flux, and they will use whatever they have to hand to accomplish their rites and rituals.

And that is something rarely tried in games that rely so heavily on Vancian spellcasting. Rarely tried isn't the same thing as impossible, though. All you need to do is to ask yourself what method you want to take to embody the chaos in your magician going forward?

If you're playing Pathfinder, for example, then one of the surest ways to accomplish this is with the occultist. Taking Alice Liddel's post The Magic in Everyday Items to heart, an occultist can use almost any sort of random collection of stuff in order to focus their powers. Whether it's a ritualized silver dagger, or a dusty skull they found in a dungeon, or a cracked mirror they took out of the garbage, the class's use of the symbolic ideas behind common items can suit this concept ideally. Especially when you consider that occultists don't need to prepare spells, so they can fire off whatever they need at any given time, but they're still Intelligence-based so it tics a lot of the boxes for folks who want to emulate the real-world philosophy.

Chaos magicians do a lot of reading, as a rule.

Some books are more dangerous than others.

With all of that said, however, it's entirely possible to put together a chaos magician as a flavor performance for a character. A wizard who draws from a dozen different sources and books, using different foci, different somatic and verbal components, etc. depending on the day is an easy example (especially if they're using those alterations to represent metamagic feats changing the parameters of the spells they're casting). A sorcerer whose bloodline is unpredictable might channel chaos in a real sense (like the wild magic sorcerer in DND 5th Edition), but they might also switch languages, gestures, even magical traditions in order to attempt to shape and control that chaos from moment to moment. Even a bard might use tonal dissonance, remixed tunes and songs, or bizarre combinations of traditions in order to produce unexpected effects.

This concept works best as an arcane caster. Chaos magic, by definition, focuses on the abilities and skills of the caster themselves, and how they channel the symbolic power of their rights and rituals. So while a divine caster could work, the idea behind divine magic is that it's spells granted by a particular deity or divine force. So while you might be able to work out some kind of pantheist, or individual dedicated to a particular concept, that's going to require a lot of cooperation on behalf of the GM, and it can get pretty messy and frustrating to find something that captures the flavor you want while remaining balanced.

Also, for further reading, make sure you check out the following from my ongoing 5 Tips series:


Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, December 12, 2020

Is Your Character Famous or Infamous? Why or Why Not?

The woman ducked under the doorway, careful to avoid the ceiling beams as she found a table against the wall. Other than her height, nothing much marked her out at a glance. Her cloak was travel dusty and worn, her boots good leather with heels that were starting to show the miles. It was her hair that drew the gaze of several people, though; black as pitch, with a bloody red lightning bolt running through it. That, and the sword at her hip. It was a short blade for her size, the sheathe wrapped in dark leather that looked charred. The cross guard was plain, the hilt wrapped in silver and gold wire. The pommel was a black iron wolf, with red garnets in her eyes.
 
A man crossed the room. He seemed wary, almost as if he were approaching a wild beast that he thought might bite him if he made a wrong move. She saw him coming, but didn't acknowledge him until he spoke.
 
"Excuse me, miss," he said, clearing his throat. "I don't mean to intrude. It's just that you look just like, well... Vanara Blacksword."
 
"Convenient, because that's who I am," she said. There was a kind of forced pleasantness in her tone, and she summoned up a smile for him. At least he hadn't added 'The She Wolf of Striken'... she'd grown sick of that particular honorific. "Is there something I can do for you?"
 
It's, umm... could I get your autograph?

Fame and Fortune in Fantasy


In the world of fantasy RPGs, our characters often accomplish great deeds and legendary feats. From dragon slayers, to demon hunters, to planar explorers, they do things the average population could only dream of. These are the people who lead revolutions against corrupt rulers, who can push back a plague with a prayer and the wave of their hand, or who transform into fearsome beasts when threatened.

And even before characters have achieved the power and skill to accomplish truly legendary deeds, they still tend to be stand outs when compared to many in their community. They're faster, stronger, smarter, more capable, or have abilities that mark them out among the populace. They may be the scions of noble families, or as mentioned in Bastards of Golarion, sometimes all it takes is being born as a half-elf, an aasimar, or another usual race to instantly be known throughout your particular town.

Ah... I see that you've heard of me.

There's a lot of ingredients going into the stew of your reputation, but it's something we should think about as it tends to be one of the more overlooked aspects of most games.

First, Ask What Your Existing Reputation Is


I've talked about this several times over the years, but it's best summed up by what I said in Character Reputation in RPGs: The Small Legend. In short, no matter what your level is, ask what your character is known for, and in what circles they're known for it. Even if you're the local farm boy hero, are you known for how strong you are? The way you can handle any animal with a few whispered words? Your dead-eye aim that wins you the champion prize every year at the fair? What are the stand-out things people know about you?

Duron doesn't talk about himself much... but a man with scars like that earned them somehow.

Whether you're playing it big or small, you need to know what the general public knows about you, if anything, and how far out that reputation extends. Then, once you've got that figured out, ask if there are any land mines waiting to come out. Maybe you served with an elite military force, but only your former comrades-in-arms and your commanders know about the stuff you did. Maybe you were a bandit, or a pirate, and you still have the tattoos of your membership hidden under your jerkin. You might have that signet ring you were given by your father when you left home to seek your fortune, but any noble house in the country would instantly recognize it even if it rides around in your belt pouch most of the time.

These aspects are still part of your overall Small Legend, so it's important to think about who knows about these less-common aspects of your powers, deeds, history, etc. If you're looking for added inspiration for stuff to add, you might want to check out some of the following:

- 100 Knightly Orders: Being knighted is kind of a big deal. Whether it's the order you belong to, or what you did to earn your spurs, this can play into your reputation and personal story.

- 100 Gangs For Your Urban Campaigns: Whether you're still a member, or you got out of that life, it's likely that people who know you for this reason will consider you infamous. Ideal for all the John Wick style characters out there.

- 100 Fantasy Tattoos (And The Meaning Behind Them): Something likely to wind up in any stories about your character is an identifying mark that ensures they'll be recognized. For those who want their enemies to know who they're facing, 100 Fantasy Battle Cries (And The Meaning Behind Them) makes an ideal companion piece.

Second, Ask How You're Spreading (Or Hiding) Your Legend


Whenever you do something, tales are going to get told about it... and the more important you are, the greater the number of stories that will be circulating about you will be. So the question you need to ask is who is telling the stories about what you're doing? And are you just letting tongues wag however you wish, or are you taking a part in trying to shape your persona in some way?

We all cast shadows... some longer than others.

On the one hand, you might be taking the Geralt approach and employing bards to spread your legend while managing your reputation. You might have road ballads and heroic poems told about your deeds, ranging from the fairly accurate to the wildly fanciful. Perhaps you have chroniclers who release the equivalent of dime novels about where you've been, and what you've done.

You might find inspiration for some of this in 100 Fantasy Bands, for those who are looking for magical influencers to boost your reputation.

Alternatively, do you have a kind of adventurer persona that you put on when you're out in public or on the job? Do you polish your armor, put on your showiest robe, or let magical energy drift out of you in subtle ways that onlookers will see and remember? You know, the sort of thing that professional wrestlers do to make themselves seem larger than life when they're in the ring, or which you see from bands like KISS and Lordi, where there's no way you'd ever recognize them out of their stage persona just hanging out at the bar?

While you don't have to go full vigilante with it, this approach is very similar to what I talked about in The Onion of Secrets. It also helps ensure that your average, everyday flubs, mistakes, and slips of the tongue get ignored, because no one who sees you out of costume will know you're really you. Or, to quote a famous Hollywood persona, "With these sunglasses on, I'm Jack Nicholson. Without them I'm overweight and 40."

What if you just want to be a face in the crowd?

For those who want to go in the opposite direction, it's important to think more like a covert operative than a traditional hero. If you don't want people to know about your deeds, good or bad, then stealth is going to be your best friend. Making sure you're neither seen nor heard when you sneak into the fortress to rescue hostages, or assassinate the necromancer plaguing the region, or setting a fire that breaks the back of an army laying siege, is the best way to keep yourself on the down low.

If you really want to play a game with it, though, you could also create a false persona that your deeds (and possibly those of the whole party) are ascribed to. If you're an average-looking merchant with boring wares to sell, no one would ever think you were the infamous Nightblade, an assassin who has taken the heads half a hundred petty despots across the region. And if the story is told and retold often enough, even if it was revealed that Nightblade was actually a mask to hide the activities of an entire guild of assassins, it's possible many people simply won't believe it.

When the legend becomes bigger than the facts, people often believe the legend.

The Benefits (And Drawbacks) of Fame and Infamy


This is more for the GMs out there to keep in mind, but it's something the players should be concerned about as well. Because your actions will add to your unfolding story, and that can affect the way you're treated, and the sort of opportunities you have (or don't have) as your game continues.

Yeah, I know you are. Take your money, and get out!

This can manifest in ways big and small. For example, if your character is known to have the power to heal, then you may find there's a steady stream of people asking you to help them mend their bones, cure their diseases, restore their sight, or to perform other miracles. Doing so will certainly increase your reputation, but it could also act as a counter to negative rumors that you're a heretic, or about how you're nothing more than a mercenary who won't lift a finger if there's no coin in it for you. If you're known as a fierce fighter, then when monsters attack the local area, people are more likely to seek you out for aid. And if you're a known criminal, you're a lot more likely to be met with suspicion, and general hostility. It's also not unlikely that any time there's a theft, a murder, or some other heinous offense that the constables beat a path to your door first to make sure you can account for your whereabouts when it happened. And if there are tales swirling about your blood lust, or the dark gods you supposedly made a bargain with, you may need to prove you're not a threat before people trust you.

If your reputation grows large enough, you may even find that enemies either surrender without a fight. In other circumstances, they seek you out to prove how tough they are. If it gets bad enough you might even be able to weaponize your infamy, such as by convincing the servants of an evil cult to take you to their leader if they believe the rumors about what a black hearted bastard you are, only to realize too late that the rumors are far from true.

At the end of the day, fame and infamy are sort of like the weather. In a lot of games, it's easy to forget about entirely unless it actually impacts what you're doing in a meaningful way... so consider making it just one more aspect that your players need to pay attention to as the story unfolds.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, July 11, 2020

That One Time I Played a Bard Out of Spite (And Had a Ball)

I am, generally speaking, a big advocate for players changing up their concepts and trying out different roles within their games. A big part of that is because when I was a very new player I got stuck in a groove that I just couldn't get out of. It wasn't until someone else made a snide comment that I decided to change things up out of spite, and realized that what I really needed as a gamer was a bit of variety.

Are you ready to rock!?


Spite is a Powerful Motivator


I have a theory that when first introduced to RPGs, players will have one of two modes they go into as they learn. The first is that they will play something colorful, silly, probably very off-kilter and ridiculous. The sorts of folks who want to play Deadpool from the films, where he's inappropriate, and 4th wall breaking, and doesn't take anything seriously. The second is when players try to play dark, serious, gritty characters who talk like they have a throat full of gravel and whose hobbies include menacingly sharpening their blades and taking vengeance upon those who've wronged them. Like Deadpool when he was in the hands of creators like Rob Liefeld.

As a player, I very definitely pitched my tent in the latter camp.

Ranger. Combat specialty, ranged. Family, deceased. Body count... rising.
Anyone who looked at the books, comics, and movies that shaped my younger reading days wouldn't have been surprised to see that direction for me as a player. As I mentioned in my recent alignment deep dive The Punisher is Evil, Frank Castle was a regular character favorite of mine along with Ghost Rider, the Hulk, and others. One of my early gifts as a child was a leather bound copy of Frank Miller's take on Batman, and practically every movie I saw that wasn't an animated kids film was a story of a wronged man seeking vengeance.

Write what you know, as the classic advice goes.

Generally speaking, I don't see anything wrong with embracing the vengeful, violent character archetype as long as players are allowed to let their characters grow and change throughout the campaign. You can get a lot of powerful moments out of the grizzled loner opening themselves back up to having friends once more, or the catharsis of finally getting the revenge they've sought for so long. The difficulty I ran into was that no game I joined ever ran for very long... so I had to keep re-inventing the same character I'd been trying to play from different angles so I could actually finish the story I'd been trying to tell. It was like getting cut off halfway through your story, and having to start all over again when you tried to pick it back up.

I'd gone through a ranger, a barbarian, and at least two rogues, and every group had dissolved within 5 sessions. Finally a friend of mine had made it clear she wanted to start a new game, and she had a whole campaign planned. So I got out my notebook of character concepts, and started brainstorming.

It was while I was in the middle of this that my roommate at the time walked behind me and snidely asked, "So what version of Batman are you bringing to this game?"

Flipping The Script


Had this happened to me today, I would have sat down with my roommate and explained that sort of comment was uncalled for, and that if he had an issue with the characters I played then we should talk it out and come to some kind of understanding. However, this happened when I was still quite fresh to the hobby, and so I did what came naturally to me as a creator... I embraced my first spiteful impulse, and ran with it.

And now for something entirely different!
The result of this mad dash of spite was a bard by the name of Eirik Perdhro. A tall, blonde-haired young man from the north country he was a singer, a storyteller, a juggler, and a flute player. With a mind for mischief and a smile that always got him into trouble, he sought adventure not for coin or vengeance, but because he'd grown up listening to his grandfather's tales of big cities and far-off deeds. He wanted to see those places for himself, and tread the same paths the old man had when he'd been young.

I dug down even deeper than those basic changes, though. The son of a tavern owner, Eirik had grown up learning to be a bit of everything. Bar keep, pot boy, entertainer, and other skills allowed him to work his way anywhere he needed to be. His home life was good, and he even had a sister. He regularly wrote letters home, telling his parents about his adventures, and sending trinkets along to his grandfather. He was, in other words, a perfectly nice young man who tended to get himself mixed up in trouble.

And the difference in that experience both for me as a player, as well as for the few folks who'd played with me, was like night and day.

A Different Mindset, and a Different Story


When I'd played a dark or brooding character, there were a select few paths I always opted for as a player. Most of them were violence, or threats of violence. It wasn't until I played a character for whom fighting was not their strongest aspect that I had to think on my feet, and ask what someone with a different disposition, different goals, and different experiences would do in a given situation.

And it led to more creative solutions.

Eirik's most potent weapon was his very blue-collar demeanor, combined with his charm. He could dress up for the ball, and keep the court dancing, but he could also walk down to the kitchen and blend in with the staff. He could walk into practically any chamber while wearing an apron and carrying a tray, and no one questioned him. Even when it came to lying to higher-profile figures, such as half-mad cult leaders, he always gave everything his best gambler's face and tried to sell it.

Frankly, it's astonishing how many doors in your average game will just open for you if you ask nicely, and you don't look like you're a threat.

Yeah, I'm with room service. There a problem?
The character did fall into his share of cliches (it was my first time playing a bard, after all). A majority of the trouble he got into was for chasing female characters who were several times his threat level, though in the interest of keeping things tasteful he would write letters, compose poems, and send presents instead of trying to just seduce someone into his bed. He was a little on the bumbling side of things, and not much use in a fight. Part of that was my own terrible dice luck, but I figured it would be better to lean into it, and make it a part of the character.

And I addressed at least a few of these in my 5 Tips For Playing Better Bards over in my 5 Tips archive, for those who are curious.

While the campaign I created him for didn't finish, it did go on longer than practically any game I'd played up to that point. And though my pendulum has since swung back more toward the serious, brooding types, I've never forgotten the lessons I learned playing an adventuresome juke joint juggler just looking for a good time. Think through a situation, consider all your options, and remember that it never hurts to ask. You can always pull your steel, but you usually can't undo that particular decision.

Most importantly, if you want to seduce an NPC, be sweet, charming, and enfold the character into your story. Don't make the DM, or the players, uncomfortable... and remember that if your lovers are all level 15+ and they want to fight over you that you brought this upon yourself.

Next Time on Table Talk!


Thanks to some recent developments, I should be getting back to my Runelords tales soon, and finishing out that campaign for you all. Until then, stay tuned, and I'll see you next time on Table Talk!

For more of my work, check out my Vocal archives, as well as the YouTube channel Dungeon Keeper Radio where I help out from time to time. Or, to check out books like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Saturday, July 4, 2020

The Drill Sergeant Bard

Demons roared, towering nearly to the ceiling, their corrupt bodies rippling with flexing coils of muscle. The very air around them felt thick and cloying, their smoking breath snuffing life and courage from any who would stand before them. Sword arms drooped, and those who stood before the malformed horrors went white as they took a step back. Behind those who faced the demons a whip snapped like lightning, the crack loud as thunder. Darbon Rogg howled at them, his voice a storm at their backs.

"Fill your hearts, and steady your hands!" the orcish taskmaster roared, his bellow replacing the fear of the demons before them with fear of the devil behind them. "The first one to turn away will face far worse than anything hell could vomit up this day!"

You call that a Will save? My granny bumps higher numbers than that before tea time!

Not Your Average Luter


Bards are one of the most flexible classes in the game, and they can fill a wide variety of roles. They can fight, they can sling spells, but most importantly they are the ones who can put steel in their comrades' spines, and fire in their hearts. But all too often they're thought of as fragile dilettantes, or simple scholars who have no aptitude for the dangers of the field.

And that may be true for some bards... but not for the drill sergeant.

The sergeant (or the bulldozer, for those who prefer a less militarized term) is a creature of harsh inspiration. Bellowing battle cries that pour adrenaline into their companions' veins, they are the ones who ensure coordination, tactics, and increased efficiency in a battle. They possess the tactical acumen to shout a monster's weakness to the wizard so they can launch the proper spells, and it's their words that banish fear from the fighter's heart, and help steady the trapsmith's hands while they try to disable the improvised explosives lining the hall you need to get through.

Support your party, and they'll get the job done.

On the one hand, it's perfectly possible to just play a standard bard and to make this concept part of your character flavor. On the other hand, there are some tweaks you can make to really bring the concept home.

If you're a 5th edition player, then the obvious choice here is a College of Swords bard or the College of Valor, and to focus your spell selection on things that boost your allies when it comes to attack, damage, saves, temporary hit points, and all that goodness.

If you're a Pathfinder player, I'd highly recommend the Arcane Duelist bard archetype. Basically a proto-magus, you lose out on bardic knowledge, fascinate, and a lot of other stuff, but you gain the ability to use your Intimidate roll in place of Will saves against fear for yourself and the party (and that is going to get ridiculous in a big damn hurry). You can also add magic properties to weapons you wield, and if you go high enough level, to the weapons of your allies. When you add in feats like Combat Advice (which allows you to take a move action to grant an ally a +2 to attack against a target you can see), or when you use Bodyguard (use attacks of opportunity to grant AC bonuses to allies) with some of the advice I put in Aid Another in Pathfinder is More Useful Than You Think, you'll end up with a character who may not do a lot of damage on their own, but who will end up turning the party into a well-oiled machine when battle is joined.

Additional Reading


For those who like this concept, but who aren't sure where to start with constructing the background, flavor, and other aspects, I'd recommend checking out some of my following collections that should be able to get your imagination properly fired up.

- 100 Fantasy Battle Cries (And Their Histories): If you need something that's tightly woven into your bulldozer's history and training that goes along with your Perform (Oratory) checks, this list has you covered!

- 100 Knightly Orders: If you need someone who brings the full terror of a knightly commander to the field, these orders definitely have you covered. For those who'd prefer something a little grittier, though, you should also take a look at 100 Random Mercenary Companies, as well as 100 Gangs For Your Urban Campaigns. There's a little something for every taste, there.

- 100 Fantasy Bands: While more for traditional bards, this list does have several bands made up of military choirs and bands that could make for an ideal place to draw a drill sergeant from.

And in addition to all of that, don't forget to stop in and take a look at my 5 Tips For Playing Better Bards, which is over in my 5 Tips archive!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, April 14, 2018

The Fossegrim Bard

The fiddler had his chair leaned back against the wall. He was quiet, smoking his pipe and resting. A pair of boys approached tentatively, each pushing the other forward. When the man opened his green eyes, his gaze pinned them both to the floor.

"What would you have of me?" The fiddler asked.

"We were wondering..." the first boy said.

"If you could teach us your magic," the second finished.

The fiddler smiled. It was a small, sad smile. He took his pipe out of his mouth, and when he tapped out the ashes the boys could see the scars across his fingers. Scars that no mortal instrument had left behind.

"If you want to play like I play, boys, you need to find a river, and give it a goat or three," the fiddler said. "But listen to me well. The music may be a gift to give to others, but it's a burden to keep inside yourself."


When she tells you to play, you had better damn well have your tune.


The Fossegrim's Gift


When we hear the phrase spontaneous caster, too often we just assume it's a thing they just discovered they could do one day. Like a natural talent that never really came up until you decided to give it a try. Creating music takes years of training, work, and experience, though. Taking it to the level of magic might take something more.

Something like a fossegrim.

For folks not familiar with the term, a fossegrim is a Scandinavian spirit or troll connected to rivers. Often found near waterfalls and mill races, these spirits played the most beautiful music you'd ever heard as the wind and water blew across their harp or fiddle strings. And, if you gave the fossegrim the right offering (typically mutton, often stolen, left on a Thursday), then the spirit would teach you to play. If your offering was small, it would only teach you to tune the instrument, but if it was satisfactory, it would draw your fingers over the strings until they bled. After that moment, you would play with the skill and supernatural beauty of the water spirit.

Who Put The Music In You?


A bard's music isn't just the talent to play, dance, or sing; it's a supernatural ability to make magic. And there are all kinds of legends about how someone might acquire the gift of music, if they were determined to get it.

Of course I give lessons. The first one's free!
 
Did your bard make an offering to a forest spirit to sing with the beauty of the birds? Did he beat a devil, and wind up with unexpected consequences? Did she apprentice to a master bard, and learn at the feet of someone who passed on lost songs or forgotten teachings? Or did they go into the depths of a necropolis, and summon the shades of long-dead masters, demanding they share their knowledge with the living?

There are all sorts of different ways this could go. The gist is, though, that your bard didn't just wake up one day with a song in their heart. They worked for it, sacrificed for it, and in some cases didn't realize until too late just what a heavy burden being a music maker can be.

For more advice on bringing a signature touch to this class, check out 5 Tips For Playing Better Bards. You may also want to take a look at 100 Fantasy Bands, which is filled with even more examples of magical music in action!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, November 25, 2017

The Big Name

The inn was full of hushed tension. The brigands had kicked down the front door, and spread around the room. Their leader, a huge man with black snake brands along his muscular arms, surveyed the room. Only one man remained calm. He was seated at a table in the center of the room, a mug of ale in one hand. His eyes were half-closed, like a lazy cat sunning itself on a windowsill.

"And who are you, sitting pretty when the Bloody Banners come to call?" the leader growled, advancing on the man.

The man sipped his drink, and set his mug on the tabletop. He brought his free hand out from beneath the table, and set a coil of silk rope next to it.

"They call me the Hangman," he said. His voice echoed in the sudden stillness, and every set of eyes above its red mask went wide. "There's a big, strong tree out front. No reason it should grow such early, ugly fruit... is there?"

Together or separate, it makes no difference to me.

The Power of a Big Name


A lot of the time, when someone has a big reputation, they have the goods to back it up. The last ten men who've pulled steel on Duncan Greenwell were all dead in seconds, their throats sliced clean through. Folks step small around Allie Mae Arenwell, as the swamp witch's enemies all seem to die under mysterious circumstances. And Cranken "Bulger" Hatworth may be old, but that right hook can send a man to the floor in a single swing.

Other times, though, it's all an illusion. Maybe the guy got lucky, and played it off like that once-in-a-lifetime shot the whole town saw was something he did all the time. Perhaps he's built up his reputation by stoking the rumor mill, talking himself up while in disguise, or paying storytellers to follow the "official" version of his deeds. It's even possible that it all started as a joke, but now it's spiraled out of control.

If you've ever heard Bert Kreischer's story about how he earned a reputation as The Machine with the Russian mob while he was just a college kid who drank too much vodka, well, that's sort of what we're talking about. If you haven't seen that, seriously, check it out. The inspiration there is rich, and deep.



Building A Big Name


A Big Name is going to be a character who can, at least, talk a good game. As such, they tend to have pretty high Charisma scores. A social trait like Signature Moves, which gives you a masterwork piece of equipment unique to you that grants a +1 bonus on Bluff and Intimidate while it's wielded, is a good place to start. Feats like the Dazzling Display tree, which allow you to Intimidate large groups of enemies (and eventually leave them flat-footed, or make them cowed into submission) are a solid follow-up. Even utilizing Disguise or Diplomacy to seed rumors of what you did, or Bluff to outright lie, can bolster your legend.

But what's the point of the Big Name? Well, to turn that reputation into a blunt instrument, of course.

Ever seen Road to Perdition? There's a particular scene where our main character, a feared enforcer, walks up on a speakeasy. The doorman is cracking his knuckles, and playing the tough guy, until our lead tells him who he is. As soon as the muscle hears the name Mike Sullivan, he immediately slumps his shoulders, and becomes a non-threatening, ingratiating helper. That's the sort of thing you do with a Big Name. The idea behind their name is deterrence, and to make intelligent creatures take their hands off their hilts and walk away, rather than risk finding out if the legends are true.

And when combat starts, they use Intimidate to cow their enemies. Because even if the other members of the party have more muscle, or more magic, it's the Big Name the bad guys will talk about when they run. Which will, of course, only make that name slightly bigger.

For more on this idea, make sure you read Character Reputation in RPGs: The Small Legend. It's one of my more popular pieces, and the advice in it is pretty simple for both GMs and players to follow!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, August 4, 2017

The Defending Blade

Thunder rumbled through the room, the roar echoing from the eaves and growing to a fevered pitch. The black-robed cultists, interrupted in their prayers to the dark creature that granted them power, turned as one. They drew vicious blades, and rushed toward the interlopers who would threaten their unholy communion.

"How long is this going to take?" Shanna asked, sliding her supple sword from its sheath.

"No more than a minute," Hezekiah said, holding his holy tome aloft as he began to chant the Ritual of Locking.

"May as well ask me to hold the tide of an evening," Shanna grunted, setting her feet and raising her sword.

The first warrior came hard, charging recklessly. Shanna shifted her hips, and the weapon slid harmlessly past her. Another man tried to come in on her blind side, and she parried his thrust into an iron candle stand. It crashed to the ground, the sound barely heard in the tumult. A third warrior, seeing his opening, drove his sword toward Hezekiah's heart, but Shanna caught it on her quillions, yanking the thrust away from the old cleric. Hezekiah's voice grew, rivaling the howl of the demon lord as his spell pushed back the darkness. As the light grew, Shanna pushed back the tide of stabbing, cutting steel. Soon blood ran on the floor, and the dark servants were in retreat.

"I knew you could do it," Hezekiah said, clapping her on the shoulder.

Shanna smiled, and slid her blade back into its sheath. "It's all about choosing where to stand, really."


The only thing faster, is light.


What Is The Defending Blade?


When you picture a swordsman, chances are you're imagining the kind of warrior who takes the fight to the enemy. Whether they charge in with a battle cry, or trudge forward behind a tower shield, they are a weapon whose only defense is a straightforward offense. The defending blade, on the other hand, is a bodyguard first and foremost. While perfectly capable of leaving a trail of bloody bodies, their primary concern is keeping their allies safe. And they do that by using their own skills to make sure as many attacks are deflected as possible.

And how the hell does that work, precisely?
 
The key to making a defending blade work is to juice up your Aid Another bonus. Most folks never bother with Aid Another, because it only provides a +2 to an ally's attack or armor class, and that's not much of a big deal for a standard action. But what if you could provide your ally with a +10 or higher bonus as an attack of opportunity? Now you see where this is going.

I laid out a lot of build options for this in an older post, Aid Another in Pathfinder is More Useful Than You Think. However, the broad strokes of how to make this build work are to combine a cavalier with a bard, and then take levels of Battle Herald (As a side note, Daring Champion cavaliers and Arcane Duelist bards pair together beautifully for this combo). If you add in the trait Helpful (the good one that makes your base Aid Another +4, not the subpar one that makes it +3), take Arcane Strike, mix in some magical weapons like a Benevolent blade, what you have is an Aid Another bonus that's easily in the double digits by the time you're 12th or 13th level.

You don't have to wait that long to put your signature ability to good use, though. All you need are the feats Combat Reflexes, and Bodyguard. This allows you to use Aid Another on an adjacent ally as an attack of opportunity to buff their AC. And even if you're a level 1 character, you'll be giving them a +4 buff if you took the Helpful trait. And if you have Harrying Partners (and you give that feat to your ally with your cavalier class feature), then your bonus will last an entire round once it's been given.

And it only gets bigger from there.

The beauty of the defending blade is that everyone needs a bodyguard from time to time. No one wants the cleric to be gutted by a tentacled horror while he's trying to heal the rogue, and if the wizard is busy dispelling the villain's enchantments, you don't want a bunch of minions to run up and turn him into a pincushion. The defending blade can protect an ally using their attacks of opportunity (something most of us don't bother with anyway), and then during their turn they can still take other actions. Like re-positioning their charge out of harm's way, or putting an end to the threat so their protection is no longer necessary... for the moment, at least.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!