Showing posts with label tieflings. Show all posts
Showing posts with label tieflings. Show all posts

Monday, September 7, 2020

Alignment's Roots Go Deeper Than We Might Think (How Much Stuff Do You Lose Pulling It Out?)

Since I recently started doing my Alignment Deep Dives series, I've been thinking a lot more about alignment as a concept. Because while it doesn't exist in all games, and it's been mostly de-fanged in the 5th Edition of Dungeons and Dragons, it still has quite a lot of teeth in my preferred game of choice, Pathfinder. And while I've seen a lot of people saying they want to remove alignment from their games entirely because it, "just gets in the way," I thought I'd take a moment to go down that rabbit hole. Because I've found the roots go a lot deeper than we tend to think... both mechanically, and otherwise.

So, if you're someone who is serious about yanking alignment out by its roots, here are some things you're going to have to change, re-write, or re-conceptualize.

Trust me, in the end it's just not worth the effort.

First, The Obvious Stuff

There are a lot of obvious parts of the game that rely on character alignment to determine certain effects or limitations. Paladins must maintain their lawful good alignment, barbarians cannot be lawful, clerics must remain within a step of their deity in order to maintain their connection to their powers, druids must remain neutral, etc. This is the most obvious thing alignment is used for, and honestly I think it's about as far as a lot of players and DMs think of it; it's just an impediment that stops them from playing certain characters, or which restricts the actions they can take in-game without dealing with consequences.

No, Geoff, you cannot play a barbarian/monk with Way of The Great Ax.

 

And sure, alignment does do that. It also stops players from claiming to be good characters on one hand, and then casting spells with the Evil descriptor on the other hand. It makes it clear that certain actions, use of certain items, and even certain classes require you to maintain a certain philosophy and behavior. If you're going to be an antipaladin, a bloody jake, etc., then you've got to devote yourself to that.

To be very clear, alignment doesn't actually stop players from taking in-game actions. However, if you are a character that requires a certain alignment to maintain your powers, then altering too far in any particular direction might mean you face consequences for those actions. And if your character doesn't depend on alignment at all? Well, they might consider their actions necessary for the greater good, or they might think of good and evil as philosophical concepts rather than anything physical. The character may not even think in terms of good and evil, but only in terms of what is expedient and efficient. That doesn't stop them from being good or evil, but it means they themselves are not concerned with those labels since it doesn't affect their life in any meaningful way. And unless there's a local spellcaster, they'll probably go their whole life without ever having someone use a spell to check and see what their alignment actually is.

Another consideration is that eliminating alignment either removes or severely undercuts many abilities in the game. From smite, to domain powers, to specific spells and magic weapons, alignment is one of the major guiding forces that underwrites them, or makes them useful at all. So if you get rid of it, you either get rid of these things, or you need to re-write them. From the holy avenger, to holy/unholy weapons, to spells like holy smite and chaos hammer, they cease to function without alignment to determine their effects.

But alignment affects far more than just the party. It is a huge part of the cosmos at-large. Without it, entire aspects of the game just fall... the hell... apart.

When Heaven and Hell Are Real


In the Golarion setting (as in a majority of other settings I've seen for fantasy RPGs), there is a planar multiverse. And without fail there are planes that are attached entirely to certain alignments. So there are planes that are wholly good or wholly evil, wholly lawful and wholly chaotic. Most games have at least one heaven, and at least one hell, though Golarion has the hells and the abyss, as well as heaven and the celestial realms, among other places.

Go then... there are other worlds than these.

Alignment is predicated on the idea that there are places, beings, actions, and things that are wholly good, or wholly evil (wholly lawful or wholly chaotic as well, but that tends to get less play in most games). Good and evil are facts in these settings, not philosophies, or opinions. Because if that were not the case, how could demons and devils exist? How could angels, celestials, and other beings that are wholly determined by the aligned energies that spawned them? How could the realms they are from (and even the gods who command them) be truly good or truly evil if good and evil were up for debate, rather than cosmic facts of the universe? And if we get rid of these places, and the creatures that live in them, then what becomes of their results on the world? With no angels or devils we have no aasimar or tieflings. We lose the celestial and infernal bloodlines, and all the things that draw power from them. Because the alignment of these outsiders is their main, defining attribute... without it, their reason for being sort of fades away.

Perhaps the biggest example of why alignment is often necessary is the idea of divine judgment. When characters die, they go to the afterlife they've earned/deserve based on their actions... but what determines whether those actions were good, evil, lawful, chaotic, or otherwise? What determines whether they were proper adherents to their particular faith, or people who just said the words and never followed the dictates of their deity? The very idea means there must be actions that are good or evil, and that the gods have a checklist they can use to grade someone to determine where they end up.

For divine judgment to function, good and evil must be facts. If you remove alignment, it throws that aspect into chaos, and removes that basic building block.

You May As Well Go Back To The Drawing Board


This rabbit hole goes a lot deeper when you stop and ask just how many creatures, outsiders, antagonists, and even nations (in the core setting, at least) are resting on a foundation of alignment. From Cheliax's obsession with devils, to Nidal's embrace of dark powers, to the Worldwound itself, so many of these things rest on good and evil being real, tangible facts in the setting. While some of these aspects might still function without alignment, others are going to topple right over like dominoes that hit an unfortunate breeze. And as anyone who's ever tinkered with a mechanically complex game knows, the more things that fall over, the more you're going to have to do to back fill what you changed... which could come with its own unexpected consequences.

Do you need alignment to play fantasy RPGs in general, and Pathfinder in particular? Absolutely not! Just because it's a traditional element doesn't make it required to play in the slightest. But if you want to rip alignment out of a game where it already exists, actually has a function, and is sewn into the fabric of the setting, all you're going to do is rip the lining out of your blanket, and drop all the fluff on the floor.

And that isn't going to get you anywhere. Trust me.

I say this as someone who writes and tinkers with RPGs as a living... you are just going to make a colossal amount of work for yourself if you try to remove a functional alignment system. Instead, if it is such a problem for your table, consider playing a game that doesn't use alignment at all, or where it's a completely vestigial thing that will have no effect on the game. Or, if your only issue is a relatively minor component of how alignment works in your Pathfinder game (the aforementioned barbarian/paladin multiclass), dig through the rulebooks and ask questions on the forums... chances are good there's actually a way to do what you want without changing a single aspect of the rules as they're written.

It might be obscure, and it might be in the reams of optional rules that have been written for the game, but I can practically guarantee you that it's out there, and it's an option. Don't go in to remove an organ that's connected to so much stuff if there's a way to do what you want without elective surgery.
 
Also, before we go, I wanted to let everyone know I've got a new novel out from Eric Flint's Ring of Fire Press! If you've got a soft spot for cats, and you'd love a hard-hitting noir mystery set on the mean streets of New York City, then Leo's adventure in Marked Territory is definitely one that you don't want to miss.

Seriously, go get your copy today!


Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

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 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, January 11, 2020

How Do Your Characters Sleep (And What Does That Say About Them)?

Ergoni woke with a sudden start, her eyes shooting open and her muscles tensing. The smell of wood smoke filled her nostrils, and the quiet breathing of her companions mixed with the sound of crickets rang in her ears. She uncurled her fingers from the hilt of her sword, and let her jaw relax.

"There is nothing in those woods that means you harm," a soft, gravelly voice whispered. "Go back to sleep. I will wake you at dawn."

Ergoni rolled over, squinting against the firelight. The hulking figure silhouetted against the flames had blued-steel skin, with hair the color of soiled snow. The naked blade across his thighs glimmered dully. She'd never once seen the sword sharpened, nor seen its owner rest his eyes.

"I could watch," she said.

"No need," Cithaugua said. "Though if you wish to keep me company for a time, I could make tea."

It does get lonely, some nights.

How Do Your Characters Sleep?


Sleeping is one of those universal experiences we all have out-of-game, and it's something we often hand-wave in game. After all, as long as a character receives their 8 hours of rest for the purpose of regaining all their abilities, healing, etc., most of us don't really think that sleep is all that interesting. But like a lot of other elements, as I mentioned in What Do Your Characters Eat? as well as Why Does He Do That ? (Thinking About Your Character's Habits), those little mundane things are often where you find some of the most memorable impacts.

Just one more cup... I want to finish transcribing this scroll before dawn.
The most obvious place to begin with is to ask whether your character has some ability that renders their sleep schedule completely unique, and thus makes them unusual in the world (or at least in the party). In Dungeons and Dragons 3.5, for example, elves didn't truly sleep; they simply meditated in a trance for four hours or so to refresh themselves. In Pathfinder there is an alternative tiefling trait that says the character never has to sleep, though they may sleep if they wish to, or can be forced to through magical means. Pathfinder also has traits like Awakened From Stasis that state a character was kept in a kind of cryo-stasis for years, and one of the effects on their system is that they only sleep for 2 hours a night with no ill effects. I even wrote a trait for the game in Bastards of Golarion, Rest For The Wicked, that allows a character to heal rapidly from ability damage while they sleep.

Once you know the mechanics of how your character sleeps (or doesn't), the next question to ask is what kind of sleep they get, and how it affects their lives.

For example, is your character used to roughing it in the outdoors, able to curl up on roots or in a cave and awaken refreshed and ready to go the next day? Or are they the sort of character who at least needs a bedroll and a pillow made from their folded cloak in order to get any real rest? Alternatively, is your character so inured to the trail that a bed is just too soft for them, and even at an inn they have to curl up on the floor, or sleep out on the balcony in order to have a familiar-enough environment to nod off? Or do they travel with a cart or wagon, allowing them to bring a little bit of civilization out into the wilds with them?

I swear, I don't know how those lords in their castles ever manage real rest.
The last thing you should ask is what kind of sleep routine your character has, and what sleep means to them.

For example, does this character pray before sleep, or conduct any other sort of ritual? Are they an early-to-bed, early-to-rise sort, or are they used to standing the third watch so they only get really sleepy around the time the first gray light of dawn peeks through the trees? Do they drink a particular blend of tea to help make sure they get good rest? Lastly, is this character's sleep quiet and restful, or challenging and full of terrors?

Night terrors are surely common among adventurers (especially those with the all-too-common backstory of seeing their parents murdered before their eyes when they were children by ogres, trolls, and other monsters), but it's far from the only sleep-related condition a character might find themselves dealing with. Characters who've come into contact with potent magic items, or who have a grand destiny before them, might have recurring dreams on the subject. Those with mysterious magic, or inscrutable patrons, might receive visions and commands in their dreams to provide guidance to their actions (and you might find 100 Random Oracular Pronouncements quite useful if you're looking for phrases for someone to remember upon waking).

You might even have something as simple as a tendency to sleepwalk, necessitating precautions before you turn in for the night.

Explore, and See Where It Takes You


The oddest details crop up in the most mundane places, and sleep preferences can say all kinds of things about a character. For example, the career mercenary who sleeps in her armor and just rolls herself up in her cloak might just be doing that out of habit, or it could be a metaphor for how even when she's unconscious she's not leaving herself vulnerable. The wolf druid might have trouble sleeping alone, always trying to curl up to others for a sense of community and protection, reassuring themselves that they're safe so they can fall deeply asleep. And the former bandit might come awake at the slightest change in the ebb and flow of the natural world around them, on their feet and ready to fight before even those on watch know they're being attacked.

There's a lot of potential in this area... so poke around, and see what comes out as a result!

Also, if you're looking for more nocturnal inspiration, check out 100 Dreams and see if anything in it speaks to you.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 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, December 14, 2019

4 Tips For Making Long-Lived Characters FEEL Old

Have you ever stopped to really look at just how many playable races have ridiculous lifespans when compared to humans? We know that elves and dwarves can live for centuries, but half-elves, aasimar, tieflings, gnomes, and dozens of other racial options can all live through several generations of humans before age starts catching up with them in any meaningful way.

My, my... you look just like your great-grandfather. The resemblance is eerie, child.
While it can be fun playing characters with decades of experience under their belts, bringing across just how long they've been around can be tough when the character doesn't look that old. However, there are a few tricks I've found to really bring across how long your PC has been in the game, so to speak.

Also, if you're looking for tips for specific races (I've already written RP guides for elves, dwarves, gnomes, and for tieflings and aasimar), then you should stop by and check out the 5 Tips page, too!

Tip #1: What Does Your Gear Say About Your Life?


Huh, that old thing? Oh I've had it... a while, now.
 As I mentioned back in Do Clothes Make The Adventurer?, it's possible to learn a lot about someone based on what they wear, or the gear they carry. This goes double for characters who have been around for decades, and possibly centuries, since something they've had long-term could be a clue about exactly how long they've been around.

This could take dozens of different forms. For example, it might be that your character still wears a particular accessory that's been out-of-fashion for a few generations, such as a brass serpent cloak pin that was all the rage under the last king, or a heavy silver belt buckle that was fashionable among mercenaries during a war that's mostly remembered in history books. Maybe they wear their hair in a particularly old style (a single warrior's braid in an interlocking pattern), or they sport an amulet or a ring that hasn't been since the Academy Magique shuttered its doors.

One of my personal favorites is a character who carries around a noticeable weapon, shield, or suit of armor that tells its own history. The skull-marked blade of Braddock's Privateers that were disbanded over 50 years ago, or one of the fire-touched axes given only to the victors of the siege of Harrastrad, for example.

Possession of an item doesn't mean someone got it when the item was new, but it can raise a few eyebrows, and get the imagination wheels turning round the table for those who made the history check. Also, if you're looking for more fun examples of stuff to throw in there, you should take a moment to check out 100 Legendary Weapons!

Tip #2: For You, It's Not In The Past


You weren't there... you don't know.
 When you're older, the past isn't just a land of dry, dusty facts. These are place you've been, people you've known, and things you've seen; they're real to you in a way they simply aren't to others. These matters aren't just academic; they're your life.

As an example, take the rise of the House of Thrune in the Golarion setting. Cheliax's black and red banners have flown ever since the civil war, and the infernal queens have ruled their evil empire with an iron hand... but they have not been in power long. A few generations, and not much more. Before that, with the god Aroden spurring the nation and its warriors to greater heights, it was a kingdom of glories, and of noble principles, before it fell into corruption.

An elven warrior may have traveled with Chellish knights in his youth. He may have studied under their war masters, and seen the great, selfless acts they could accomplish. He may even have stood shoulder-to-shoulder with them at the Worldwound as they fought against demons and their own hopelessness in the face of their patron god's death, and then watched their nation spiral into depravity and corruption. Seeing them embrace order over justice, and the quiet of the fist over the peace of a prosperous land is a tragedy that he carries with him every day. This character might be disgusted by the hellknights and what they represent, or quietly sad over the state of the nation that was once a beacon of light in the world. They might mourn the loss of what was, or fight tirelessly to push back this black tide. And when they meet someone who upholds the ideals of the old nation, it makes them smile, because all is not lost as long as that spirit yet lives.

These kinds of events (wars, plagues, the rise of nations, or the falls of empires) are mere history for some. For long-lived characters, these are the events that truly make them feel old; burdens they carry with them that can wipe the smiles from their faces, and let those around them see, just for a moment, the ghosts that haunt them.

#3: What Marks Do You Bear?


The Kadashan warlocks were disbanded 200 years ago... but there are some who remember those days.
 No one gets through life without a few marks to show for it, and which marks your character bears can testify as to where they've been, and what they've done.

For example, does your character have the brand of a pirate on their hand; a punishment that's been outlawed for over 70 years now? Does your old soldier have the unit tattoo of the Storm Crows, an irregular fighting force that was removed from service after the fall of the city of Thracean half a lifetime ago? Do they have the blue rings tattooed round the wrists of prisoners of war from the struggle for the throne over 90 years ago? Alternatively, do they have the unique scars worn only by members of the Cultari hunters, a tribe thought extinct for generations? Or do they have the unusual marks of the Iron Mountain monastery, whose monks were slain to a man over a century past?

Tattoos, scars, and brands can all add to your character's story, and make it clear that they've been around for far more than might appear to be the case. Also, they can be marks that distinguish this character in an order or organization, like the Marked or the Razor Skulls found in 100 Gangs For Your Urban Campaigns.

#4: How Do Other People React To You?


Shush, dearie, and tell gran what it is that's upset you so.
 If your character has been around for a long time, how does that manifest in the places they go, and the people they meet? For example, if you're a regular fixture in a particular town, how many generations call you uncle or auntie? Is your name on the charter of the town's founding? Do the old militia sergeants still call you sir, because you were the one who trained them when they were just green farm boys?

This can be as light-hearted or as deep as you want it to be. For example, you might have a reserved table in the local tavern because you've been coming there so long that your total bill has been more than the cost of the place three times over down the years. Alternatively, the other characters might think it's sort of cute how the old woman is sweet on the aasimar... until they find out that he saved her from raiders when she was a little girl. He was her first crush, and though she tried to persuade him, refused to be her lover in the bloom of her youth. She got married, had children, became a grandmother, and buried her husband... but to him she's still the same little girl he carried out of the woods some 80 odd years ago.

Hearing a story like that, and then looking at the character, imparts a weightiness to their experiences that just quoting a number can't do. Because it's not just how many years you have... it's what you've done, and who you've done it with, during those years.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 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!