Showing posts with label party. Show all posts
Showing posts with label party. Show all posts

Saturday, September 19, 2026

How Is Your Party Connected?

The dread necromancer Elara Shann, wreathed in funerary black. Kurdack Deadhand, a hulking orc-blooded brigand that's Wanted in seven nations. Litana Veil, Voice of the Queen of Shadows. Vor, the red-skinned devil speaker born from the ancient Rite of Conjunction beneath the darkened moon. While each of these characters might be interesting on their own, each with their own backstories like what you'd find in The Small Legend, it's important to ask how it is they all know one another, and what brings them together in this endeavor?

Because that knowledge can make your campaign go a lot more smoothly... and sometimes it can be funny as hell!

It has been some time, my old friend. I suppose I have one more adventure in me.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Who Are You Adventuring Beside... And Why?


Campaigns take a wide variety of forms. From glorified bank heists, to tracking down dangerous bounties, to fighting cults and stopping ancient prophecies, so-called adventurers tackle all sorts of deadly tasks that are beyond the skills of any single individual. The question you should ask, though, is when you need to deal with a dragon problem, or root out a roost of manticores, who are you going to ask to come along on this errand with you?

Because that can be an interesting story all on its own!

Ragnar, you old sot! Remember that favor you said you owed me...?

On the one hand, we can have the vague, fill-in backstories to justify the party coming together. Perhaps a local lord put out the word for adventurers to deal with an infestation of the undead, the party were all taken captive by slavers and they band together to free themselves, or they all happened to be in the local tavern when something happened that required them to leap into action. And if the players around the table are willing to take the plot hooks dangled in front of them, this can work fairly well.

But consider what additional story could be made by creating the bonds between the characters in order to create extra context and story. For folks who don't usually try this method, the best way to do this is by examining what things the characters have in common, or what things might act as a bond between them.

As an example, consider a party where all the characters have a missing father. Maybe that was done intentionally, and maybe it wasn't, but it's a commonality with them. Is it possible that all of them have the same father, and they're looking for him? If you want to play into a silly stereotype, said father might be a wandering bard who moved on from town before realizing his previous partners had fallen pregnant. And each of his children has a very different tale to tell, from the half-elf wizard whose mother described him as learned and quick, to the half-orc fighter whose was told her father was a fierce champion with a battle cry that could banish fear and a rage that couldn't be matched, to the farm girl paladin who was told her father was the most handsome man who ever graced the village, and that he'd sung the dead back into their graves when they wouldn't lie still. Each tale is true, in its way, but each paints the man in a very different light... and when the siblings find each other, they have a chance to find more than just their absent father. Bonus points for him being the BBEG of the game!

Come my children... join me, and together we can rule!

Things don't have to be so explicit and overlapping, of course. Characters might have an individual connection to one another, and it becomes a game of tag along. For instance, one character might be a noble born wizard, and when attacks from raiders harry the border of his family's lands, he's bound by honor and duty to go stop it. However, he knows going alone is a death sentence, so he asks his father's Mistress of The Hunt to come with him. The ranger understands the danger, so she reaches out to a warrior she served with in the army. The fighter has a bit of a limp and several scars, but he agrees to come with on one condition... the wizard gets a pardon for his half brother. The half-elf rogue has been rotting in jail for months, but jumps at a chance at freedom, even if it's a dangerous one... and his partial sibling will be keeping an eye on him the whole time.

In this scenario, all the characters are still highly motivated to deal with the problem that's been presented, and each of them has a connection to at least one other player character that's strong enough to solidify them as a member of the party. However, this still allows them to form impressions, roleplay organically, and come together as a closer group by the time the initial challenge is done with... and that bond likely means that when they uncover a deeper threat, or a new problem rears its head, the party will saddle up once more to handle business.

This Is One Of The More Fun Parts of The Game


A lot of players don't go through this stage of the story, they just create their characters in a vacuum and expect them to come together when it's a necessity... but a lot of the time this leads to friction and problems because players had different ideas and visions for how the game was going to go. That can all be avoided by sitting down and adding a little extra polish to the story.

For instance, does one player have a barbarian character who loathes spellcasters, and another player is bringing a sorcerer? Well, figuring out a way to make that less of an issue before the dice hit the mat can be an interesting challenge. For instance, does the barbarian believe the sorcerer was touched by the gods because he was there when their bloodline manifested, so that character is an exception in his mind? Do both characters want revenge on the same person, so they've agreed to work together until that goal is achieved before they settle their differences? Are they actually related, and no matter how much it twists the barbarian's gut, it is dishonorable in the extreme to slay one's own kin?

Getting your table into these little story writing sessions, and finding answers that gets everyone excited for the game, is a great way to start off your first session with a bit of momentum, and I highly recommend folks at least try this method out if it isn't a part of your Session 0 setup yet!

Lastly, if you'd like to check out some supplements of mine that can help with chiseling out the details on your character, consider taking a look at:

- 100 Character Goals and Motivations: Picking a direction and putting gas in the tank, this supplement helps you figure out what they want, and even why they want it.

- 100 Questions To Ask About Your Characters: Everything from what their favorite food is, to what kind of partner they'd like to marry, and even how they want to die, there's a lot of questions in here!

- 100 Dark Secrets: If your character is holding something close to their vest, something that could change the way people perceive them, this supplement can get your imagination flowing.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. 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 Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! 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 Blue Sky, Facebook, Tumblr, Twitter, 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!

Tuesday, January 3, 2023

How Does The Party Know Each Other? (5 Suggestions)

I've said it before on this blog, but TTRPGs are a team sport. With very few exceptions these games tend to be about the players working together toward shared goals, and attempting to reach the end of the narrative. Sometimes they succeed, and sometimes they fail, but the idea is that they should all be on the same bus, and at least heading in the same general direction.

Objective sighted!

However, one obstacle to cooperation at the table is creating characters in a vacuum. While experienced players may know how to form a party quickly when they first get together, sometimes it's easier if you start out as a team. But that isn't always one's first reaction, especially if they're used to, "A bunch of strangers meet at a tavern," kind of scenarios.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

So, How Do You All Know Each Other?


If you want to begin the game as a cohesive unit (or at least a group of individuals that is on their way to becoming a cohesive unit), I'd suggest giving some of the following options a try! These are not your only choices, obviously, and choosing any of these options is going to require buy-in from fellow players at the table in order to make things work, but if you all decide to work within a given idea it can help simplify a lot going forward!



- Family That Slays Together, Stays Together: The members of the party are all related in some way. This might be a clan of farmers from the edge of a monster-infested wood where just growing crops basically makes you an adventurer, or a band of orcs who are out to fight for their tribe's gain. The party might all be descendants of a particular dragon (or a particular bard), or they might all have some elven blood in them, allowing for multiple generations to quest together. Found family fits into this one, as well, for those who have a more diverse family makeup!

- Take Your Show on The Road: For this particular instance, the party isn't made up of your typical "adventurers". Instead you are some kind of traveling show, performers, or competitors. For example, you might all be part of a circus, with the sorcerer as a stage magician, the barbarian performing acts of great strength, and the bard as your ringmaster. The party might, instead, travel to tournaments as a fighter (or fighters) and their entourage, putting on a display of skill and showmanship. The PCs might even be part of a band, with each member taking on a different role from lead singer, to drums, to pyrotechnics and special effects. Those looking for inspiration might want to take a look at 100 Fantasy Bands if the last option seems particularly appealing.

- Servants of The Same Master: Whether you're all part of a church, a free company of mercenaries, a military organization, or even a secret society that keeps its true intentions hidden away from the public, this is one of the more flexible options. Those who choose this path may not know one another personally, but they've probably heard of each other through the grapevine if they haven't served in the field together before, as I mentioned in Reputation in RPGs: The Small Legend. If you're in the market for potential organizations the PCs might all be working for (or even organizations they're opposing in your campaign) then you might want to check out: 100 Secret Societies, 100 Fantasy Guilds, 100 Knightly Orders, and 100 Random Mercenary Companies!

- Champions of The Same Cause: For those who've played the Curse of The Crimson Throne adventure path, this is the theme used by that campaign's character traits. Everyone in the party has suffered at the hands of a particular gang leader, and they have come together at least partially out of a need to provide Gaedran Lamm his comeuppance. While pettiness and vengeance are perfectly functional as causes, the PCs might desire to save their hometown, to oppose a particular force, or to find a given set of lost treasures. If the characters are regional champions they might even form a kind of fantasy Justice League, with their particular foes forming an Anti-Party as a Legion of Doom, which can be a useful tool for the GM.

- Close Comrades: Sometimes the simplest explanation is the easiest to choose; the party are already friends. Maybe they grew up in the same corner of the world, or they were thrown together in earlier adventures. Perhaps they met at university (or at least while some members of the party were at university), or their families all knew one another. While a casual background, this one can often make for a strong start as players work out how they met, what their friendships were like when they were younger, what parts of their lives the party members shared with one another, and what things are still hidden, waiting to be revealed as the story goes on.

These are just a handful of ideas to get your brains turning, and your ideas forming. And, of course, you can always make combinations to rope in different parts of the party. Perhaps the fighter and the barbarian met on campaign, and the fighter grew up in the same dale as the druid. So the fighter is now the connection between the forest hermit and his old war buddy, providing an easier connection between them. The elven ranger might be the druid's godmother, stepping in to help as needed when things go wrong in the region. And so on, and so forth.

As with everything else, however, this is just a suggestion. Your mileage may vary, but if you haven't tried this approach before, consider giving it a go!

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 Azukail Games YouTube channel, or my Daily Motion channel!. 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 Facebook, Tumblr, Twitter, 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 3, 2021

Players, Remember, Nobody is a Jerk to Everyone All The Time

We've all shared a table with this character at least once. Maybe it was the rogue who always seemed to have a veiled threat when they interacted with anyone. Perhaps it was the barbarian who always bullied people to get their way. Or the wizard who talked down and condescended to everyone else because, as evidenced by their stats, they were clearly the smartest person in the room at any given time. Even if you liked the player, or you recognized what they were trying to do with their character, after a while you just couldn't put up with it anymore.

Because no matter what happened, no matter what you did, or how you tried to roleplay with them, the character had one setting, and it was being a jerk. That was their whole thing, and no matter what buttons you pushed they just didn't seem interested in shifting gears.

Got a problem? Fight me!

This week I want to remind players of something; no one is a jerk all the time, and to every person they know. Everyone has their moments of thoughtfulness, apology, camaraderie, and even support. Everyone has people they want to stay friends with, whom they want to like them, or who they know they cannot afford to burn bridges with. Being unpleasant all the time is just playing one note, and it's a note people get tired of really, really fast.

As always, if you want to make sure you get all of my updates, sign up for my weekly newsletter! And if you want to help me keep the blog going, consider becoming a Patreon patron... even a little support can go a particularly long way.

You Don't Have To Be Nice (Just Don't Be a Pain in The Ass)


To get out ahead of the strawman criticisms on this point, I'm not saying that all our characters need to be kind, good, nice, or accepting. You don't have to bake cookies and give everyone cool nicknames like you're coaching a little league team. What I'm saying is that to avoid a concept from becoming a one-note character, you need to develop their attitudes more. Allow the character to change and grow, and let them have more than one way of interacting with the world around them.

And in this context, remember that a tabletop RPG is a team sport. All of you are in this together, which means you've got to be able to work with each other.

One more word out of you, and I won't heal you till next week. We clear?

I talked about this back in Make Sure Your Character is as Fun to Play With as They Are to Play, but that entry mostly focused on the meta concerns of gelling with the rest of the table as a player. For this entry I want to look at characters who always seem to respond with snark, hostility, or some sort of aggressive dismissal, and point out that it's a pretty shallow take.

Because you can totally still play characters who act this way... but you need to understand why they act that way, who they act that way toward, and to ask how that element will add to the story rather than taking away from it.

Hey! Nobody Talks That Way To The Wizard But Me...


As an example of what I'm talking about, take your stereotypical barbarian/wizard friction. The barbarian is distrustful of the wizard's academic approach, and dismissive of their use of magic instead of muscle. The wizard considers the barbarian ignorant and savage, always escalating situations pointlessly out of ego, or some backward idea of honor. This situation starts out rough, probably with the two of them either ignoring each other, or trading barbs because neither can do what the other can.

Over time, and the progression of several levels, their relationship begins to change. Uther charged in, sword swinging, to save the wizard from an assailant who could have killed him. And when battle was joined another day, Egregor used his spells to fill Uther with strength, and to protect him from the onslaught of their foes. Their barbs became duller as they began to understand each other, turning into a kind of rough camaraderie that one would expect between soldiers who'd served together, or brothers whose fights camouflaged their affection.

The sort of relationship where Uther might call Egregor a thin-wristed, moon-eyed wren, but let anyone else talk to the wizard that way and Uther will knock that person's teeth out.

Now apologize, before I get upset.

Characters who spend time together, and who face danger side-by-side, should see their relationships change over time, and the layers should be peeled back to reveal what's actually happening.

As a for-instance, the rogue who ran with a gang of toughs is used to insults being exchanged as a form of greeting, or friendship (with certain insults being signs of good relations, and others still maintaining their original, hurtful intent). So what seemed like a barrage of disrespect is actually how you can identify who their friends are. Over time a few party members pick up this patois, while the rogue learns to instead speak to the cleric in a lighter tone that still implies respect and familiarity, without shifting entirely to cold formality. Alternatively the grim, taciturn fighter who always kept to herself slowly comes out of her shell, learning to trust this group of adventurers she's signed on with. In time we find out that she's lost so many comrades that she simply didn't let herself get attached, using stoicism and silence to stop anyone from reaching out to her. After half a dozen levels, though, her party finds out she can cook, and when she's comfortable around you she'll even sing.

This Applies To Evil Characters, Too


The other side of the coin is that you might have a character who is a genuine bastard. There's no cultural misunderstanding for how they act, and no deeper trauma they're hiding; they're just nasty to other people because that is what gives them feelings of power. The ability to hit someone with a really nasty insult, or to outmaneuver someone socially, just makes them happy. Maybe they're not actually evil, just toxic, and they need to keep a strict social hierarchy (and to make clear where they are in the pecking order) in order to function.

Even in these situations, it's important to let characters change and grow as their relationships develop. And, generally speaking, to examine the goals, motivations, and self-preservation of the character in question. And while I covered some of this in 5 Tips For Playing Better Evil Characters, it's worth returning to.

Words are weapons... don't wound your allies, or they won't be your allies for long.

Consider the black knight. His handsome face is constantly twisted by a sneer of disgust, and his every word to those he sees as beneath him is dismissive and arrogant. He'll be the first to backhand a commoner for not bringing him his drink fast enough, or for what he sees as talking back to him.

But would he treat those in his party, his chosen band, the same way? Probably not. It isn't out of the goodness of his black heart, of course, but it might be out of a sense of respect, of honor, or simply of self-preservation.

The knight doesn't respect the hulking brute Caligras, but he knows the half-ogre is dangerous. So he plays the friend, treating him more like a favored hound than as an equal (or even as a person). The witch Tiberius is common-born, and claimed by fell magics to boot, but the knight respects his power, so he treats him the way one might a favored vassal, or a distant cousin. He doesn't want the witch turning those arcane arts from the enemy, onto himself. The same is true of the dark priest Fenethor, whose talk of blood and pain would be frightening were it not so constant. He doesn't waste time intimidating the servant of a flayed god, nor in trying to bully them. Instead he treats their interactions formally, as he would when discussing strategy with an advisor or a lieutenant upon the field of battle.

This lets you play the character as you envision them, but it also means your fun isn't rubbing the other players the wrong way. And even if you establish starting attitudes and opinions regarding others in the party (or even other PCs), those things can always change over time.

Just because a character felt, acted, or behaved one way at the start of the game doesn't mean they can't change as they go through the game. They're getting experience, after all, and experience is what allows all of us to grow and become different over time.

Also, for further reading on the subject, check out:


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 Facebook, Tumblr, Twitter, 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!

Monday, October 12, 2020

Game Masters, Make Sure The General Populace Actually Reacts To The Party

The figure came in from the mist like a spirit out of some dark tale. With shoulders like battlements, and a black, ragged cloak drawn up against the mist, his black mail was visible to all those who cared to look. The steel was hard-used, but more than that, it was wound through with symbols that hurt the eye to follow. Even those who couldn't read the runes could feel the palpable air of violence baking off of the armor, and of the warrior who bore it. His right hand was encased in a steel gauntlet covered in wicked looking spikes, and the hilt of the sword bore a blood ruby; the symbol of a champion of the Dread Lords.
 
The dark warrior's boot heels rang like a knocking on a coffin as he entered the inn. The innkeep, a florid-faced man, looked up with a smile on his face.
 
"Hail, traveler," he said, smiling cheerfully. "Will you be needing a room? If so I have fair rates, but no funny business or I'll have you out in the street, mark me."
 
The warrior glanced around the room. The maids continued on their routes. The drunks kept on drinking. One man with ragged hair and beard stubble glared at the black-garbed nightmare, and shouted a challenge at him. The figure frowned, shook his head, and sighed.
 
"How many towns like this do I have to slaughter before you have my character's reputation precede him, Jerry?" he asked, taking out his cursed blade.
 
Because I will seriously do this until you give me some goddamn respect!

The Setting's Reaction Matters (So Tailor It Appropriately)


Anyone who's ever played a video game has had that experience where the reaction of the characters around you just doesn't fit the character you're playing, or the actions you've recently taken. Maybe you just murdered five town militia in the street, yet when you walk over to the merchant he gives you the same stock line as always, and is more than happy to sell you whatever you need as you stand there covered in blood with cooling bodies no more than half a dozen feet away. Maybe you exude black shadows from your eyes, and your hands are constantly dripping blood from your dark marks of devotion to the lords of slaughter, but for some reason every farmer-turned-bandit thinks you're an easy mark.

It breaks our immersion, but in a video game we sort of accept it. There's only so many reactions you can program into characters, after all. But in a tabletop game, this is a major sin that I've seen over and over again in genre after genre. My fellow game masters, I entreat you, please make sure the setting reacts to the PCs as individuals. I guarantee you that the energy you get out of your players is going to make it more than worth the effort.

Those are nasty bloodstains, friend. Care for a shoe shine?

Now, to be clear, I'm not saying reactions always have to be positive, or that they have to be big and showy. They simply need to be individual, rather than a canned response that will read the same no matter which member of the party is stepping up to the interaction.
 
Even more importantly, the reactions need to be based on what the NPCs see, what knowledge they might have, and what signals the PC in question is putting out. So take into consideration every aspect of a character; what they look like, how they act, what their reputation is (more on that in Character Reputation in RPGs: The Small Legend), and even if they're bearing badges or arms that would send signals to a particular NPC that they need to modify their behavior. Hell, just being prettier or more fearsome can tip the scales one way or another.

This Applies To Every Aspect of The Game


Whether the party is walking into a store to make some purchases, having a night at the inn drinking, facing down bandits on the highway, or riding up to the lord's manor to present themselves, the world needs to react to how the decisions they make and what actions they take. Because it is that response that shows the players' actions matter, and that there will be consequences for the things they do... or don't do.

The lord recognizes your livery, and greets you with respect.

As a for-instance, take the character of Asurai Vaile. An enchantress who works her arts subtly, all that's known about her to most is that she's a diplomat who appears to have wealth. Most think that her bodyguard Murdak is the true threat. It isn't until things go sideways that their enemies realize she's a self-taught wizard, and at that point it may be too late for them to correct their course. By keeping her spellcasting on the down low, and relying more on subtle spells and raw skills, Asurai wouldn't be known as a great wonder worker to many people. They would likely respect her position, her money, or both, but the deference wouldn't be due to her powers unless the character in question had some reason to know about them (they'd spied on her, rumors were circulating, or perhaps she'd had to unleash a spell to defend herself publicly in a recent assassination attempt).

At the other end of that, though, is Murdak. An imposing orc with the unique trident-shaved hairstyle, he's marked out as a master of the Three Mountain Storms style. Even those who don't recognize that hallmark would be able to feel the static charge in the air from his falcata Thunder Fang, and note the tattoos encircling his arms and creeping up his throat. Everything from how he moves, to the scars on his hands, to the mystic weapon at his hip, marks him out as someone who is not to be trifled with. NPCs who should have knowledge of what his markings mean should address him appropriately (others trained in that fighting style, those who are from the area where it is well known, etc.). Even those who can't read the marks and know their specific meaning, though, should be able to assess the threat Murdak presents, and to treat him appropriately. Potent warriors, high-level spellcasters, or NPCs who believe their position insulates them from violence may still be dismissive, or attempt to goad him, but that should be because it's in-character for those NPCs to act that way, not because they would have delivered the same lines to whatever party member they happened to talk to.

Different aspects of a character are going to hit differently depending on the circumstances. A full-blooded elf in a place where elves are rare may be greeted as far more important than they are, with people treating them almost like a comet or a famed celebrity; someone to be seen before they vanish again. They might even have backward beliefs about how elves bring good luck, or that they can grant wishes, simply because the populace has never seen one and have only stories. Someone bearing the badge and regalia of a well-known knightly order may be able to overcome trepidation or suspicion that would normally fall on an outsider, especially if the individual bearing the badge is bizarre, unusual, or even monstrous in their appearance. The same goes for someone wearing a noble's livery or a guild uniform, marking them out as a person who has the protection of a patron.

And that's before we get into things like the raw, physical size many adventurers boast (or don't boast in the case of gnomes, halflings, and other small races), what auras they may have, what powers they do or don't display, and how common people with those abilities are in a particular area. If sorcerers are a dime a dozen (as they might be in a city that boasts a mage's college) then one more arcane caster isn't going to be that big of a deal. In a town where magic is mostly something you hear about in fairy tales, then even a cantrip is going to be something to drop jaws.

It may sound hard to tailor every interaction, reaction, etc. to the party, but it's an easy habit to maintain once you get into it. It also helps you get more into the perspective of the NPCs you're portraying to ask, "What do they see? How does this make them feel? Are the excited? Afraid? Awed? Dismissive? Disbelieving?" Because it's the little things that make the game really stand out, and which will keep your players' enthusiasm running throughout a campaign.

Additional Reading and Inspiration


For GMs and players alike who'd like some flags to add to their characters to help clue-in the world around them, you might find the following supplements by yours truly to be of-interest.

- 100 Knightly Orders: As it says on the tin, 100 orders complete with their flavor, history, and often times a touch of heraldry. For those who are less noble, you can get the same inspiration out of 100 Random Mercenary Companies.

- 100 Gangs For Your Urban Campaigns: Out in the wilds they're called bandits, but in cities we call them gangs. If your PC used to run with a particular outfit (or still does) then what colors do they wear, and how does the population of the city react to them?

- 100 Fantasy Guilds: If you're a guild rep, that's going to carry authority depending on the size and strength of the guild in question. So whether you're a Witcher or a tax collector, this supplement has all sorts of organizations you could add in for membership, and public reaction.
 
Lastly, if you want to make sure you don't miss any of my updates again, make sure you subscribe to The Literary Mercenary's newsletter list! I put out one update every week, and it helps make sure readers don't miss a thing.

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, 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 Facebook, Tumblr, Twitter, 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!

Tuesday, May 19, 2020

DMs, Help Your Players Create an Identity For Their Party as a Whole

We've all been there. You're gathered round the table, ready to start off a new campaign. Your character sheet is smooth and unblemished, your dice are fresh, and an entire tale stretches out before you waiting to be written.

Then the DM clears their throat and says, "So, you're all at the tavern..."

Gods above, pour me something strong...
While it's become something of a trope, this kind of introduction is usually a symptom of a game where the party is just expected to come together on a whim in order to participate in the plot. And while good players may bite that lure in order to get on the plot bus, it can result in a lot of serious problems before the game even gets rolling.

This is why I would recommend that all the dungeon masters out there try something new for your next game. Rather than just collecting a bunch of individuals and slapping them into a situation where you hope they form a party, actually work with your players to create a party identity and structure before the game ever gets started.

Who Are You, as a Party?


Generally speaking, players know who their characters are as individuals. Sometimes their characters know each other, or have background ties, but that's not the same as being a party with its own unique identity that character can be a part of.

The black flag approaches. That can only mean one thing...
The easiest example in this scenario is to think of your party as a unit of mercenaries; not 4-6 individual sellswords working together, but as an actual unit who sells their services collectively (or as part of a larger free company, like the ones I mentioned in 100 Random Mercenary Companies).

Some of the things you should ask are:

- What is their collective name? (The Companions, The Black Ravens, etc.)
- What are they known for?
- What are their uniforms like (if any)?
- Who or what are they associated with?
- What are their colors, banner, symbols, etc.?
- What are their traditions? (particular salute or battle cry, tattoos, rite of passage, etc.)
- Do all members boast a particular skill set, weapon, etc.?
- Do you have a creed, a ship's code, or something similar?

Even if the party is just a small group, giving them a name, a shared ideal, and a purpose can make a big difference in how the players think of the party as a whole. Because at that point the idea takes on a life of its own, and it becomes a part of every individual character's story. They now need to know not just who they are, what they do, what their goals are, things like that, but also how they came to be a part of this fellowship, and what it means to them as a member.

For those who are looking for some inspiration for the above categories, you might want to check out some of my other supplements for examples:

- 100 Fantasy Battle Cries (and Their Histories)
- 100 Knightly Orders
- 100 Gangs For Your Urban Campaigns
- 100 Fantasy Guilds

You Can Do This With Practically Anything


Whether your party is a group of bandits or a crew of pirates, a squad of special investigators for the town guard, a gang of thieves who commit daring heists, or something more akin to the Justice League or the Legion of Doom, giving the party a real identity can make a big difference when it comes to cohesion and teamwork.

The important thing to remember is that you can make this as big, or as small, as you and your players want it to be.

Welcome to the Reapers, kid.
If you want your party to be one small part of a nationwide order of knights, or one of a dozen squads of troubleshooters who serve a particular guild, that offers a lot of opportunities. Your players can work on gaining notoriety, increasing their rank, moving up within the organization and rising along the corporate ladder, as it were, in addition to just traveling the countryside, slaying monsters, and looting tombs. They might be member's of an explorers' society, or one of a dozen gangs who all serve the same, shadowy masters, and who are folded deeper into the syndicate as they prove their worth.

On the other hand, you could go small. The party could be a bunch of freelancers out for themselves, banding together against a greater threat. Perhaps they pick up the banner of a mostly defunct order, each of them knighted by the last member of the order who now lies on his deathbed. Perhaps each of them has earned a reputation in their own right (check out Character Reputation in RPGs: The Small Legend for more on this), and so they come together in order to be more than the sum of their parts. Perhaps they take some kind of blood oath, or make a vow before one another and the gods, and this binds them together.

Whether you go big or small, though, let your players know you want this kind of bond in-game, and if it has to take a particular form. Some players might want free rein to create their own miniature council of vigilante heroes, while others might prefer something more generic like, "Please design characters who can fulfill the role of watch detectives," but without specifying what class they should use, or skills they should take, to fill that role. You could do the same thing by asking your players to put together a fantasy band (like one of those found in 100 Fantasy Bands by yours truly), without dictating class and skills one needs to round out this group of entertainers!

In closing, this strategy is not universal. There are going to be some tables who don't like it, or some games it actively won't work with. However, if you've noticed that players have trouble remembering they're part of a team, or if after the initial adventure the PCs all scatter to the winds because there's nothing binding them together, I'd recommend giving this approach a try.

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 Facebook, Tumblr, Twitter, 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, October 11, 2013

There is No "I" in "Party"

While it might be a stereotype that gamers don't play sports, like it or not a roleplaying game is a team-oriented activity. Every player has his or her character, and that character possesses certain strengths and weaknesses. In order to become more than the sum of its parts a party has to be willing to work together, to strategize, and to know what will and won't work.

It's pretty simple, when you get down to it. However there are certain things that can make this process harder, less fun, or both. If you want to make sure that your group survives and does so in the spirit of the game then you need to keep an eye out for some of the folks below.

The Backseat General

If you all just do what I tell you, then this will work out perfectly.
Anyone who's gamed more than once or twice has met this person. Chances are good you probably started coming up with entirely justified ways to kill off this player's character. The backseat general is the player who wants to hash everything out to the smallest detail, usually out of character, and typically right after initiative has been rolled. While this player may have a good grasp of the rules it often feels as if he or she would much rather be playing Warhammer or Axis and Allies than a roleplaying game. The solution to this situation is fairly simple, and it can both save time and help build the party up. Make a table rule that all discussions of strategy must happen in character, and in combat order if initiative has already been rolled.

This accomplishes multiple goals at the same time. On the one hand it lets everyone know that all interactions must be done strictly in character. On the other hand the role play can lead to back and forth between characters, and get everyone involved in the game. Ideally what it will do is allow the party to develop a battle rapport, with allies calling out to one another in the thick of it and adapting on the fly to the changing scenario. If everyone knows that's the goal it's much easier to get to.

The Showboater

Art thou upset, brother?
The bane of parties everywhere, the showboater is always ready, willing, and more than able to show off his or her combat prowess with little to no provocation. These players will typically ignore any sort of group strategy, simply going in face first with spells or steel bared and slugging it out as if it is truly they who is the main character of this story. Often they'll set off multiple encounters at the same time, or refuse to let allies into the fight in order to help. Variations of this include stealing everything that isn't nailed down simply because the character can, or using powerful abilities for purely cosmetic reasons. Whether the characters are heavily armored knights, loner rogues with a chip on their shoulders, or just really powerful evokers with a scorched-earth policy, they're sometimes more of a hindrance than a help.

The easiest way to teach this kind of player a lesson is to give that person exactly what he or she asked for; let them take on the bad guys alone. A truly well-built character can often stand up to a lot of abuse from enemies, but sooner or later it's going to become very, very clear that these players are in over their heads. If an entire party is made up of showboaters then chances are it will take a near total party kill to make the players understand that they have to work together to survive.

The One-Trick Pony

Well I haven't done any damage the past four times... I hit it again!
Generally speaking it's a good plan to gear your character toward accomplishing a certain goal. Whether it's dealing the most damage, being completely silent and sneaky, or acting as the party's alarm bell because no one can sneak up on you, a defining trick is often the mark of a character with a purpose. The problem is that sometimes that trick just isn't going to get the job done. Ideally if a party is well-balanced and made up of competent players and well-built characters, everyone should be able to participate in a meaningful way. The problem arises when a one-trick pony is so invested in his or her trick that the player just keeps on doing it even when it's been shown to be ineffective in a certain situation. If a player has chosen to use fire-based magic for instance, and the enemy is highly resistant to fire, the player will just keep casting spells and hoping they hurt enough to overcome the threshold. If the enemy requires a certain type of weapon or special material to hurt, the player will keep battering at the bad guy with the wrong kind of weapon, hoping for that natural 20.

If a character's signature trick has been rendered useless then the player needs to adjust his or her thinking for the fight rather than bitching and moaning that they can't do what they want to do. That doesn't help end the combat, and it can in fact poison the table's atmosphere. What will end the combat, though, is keeping a certain number of aces in one's hole.

To fix a one-trick pony the player needs to ask if my ability to do this is rendered moot, then what? A sorcerer fighting a golem, or a creature with extremely high spell resistance will find magic nearly useless. A fighter or a barbarian trying to take on an incorporeal enemy, or an invisible rogue, will have the same problem. To that end players simply need to plan ahead and have a backup plan for when that happens. For instance, a well placed alchemical item like a tanglefoot bag (to entangle enemies and lower their attack and defense), a smog pellet (which renders invisible enemies visible for several rounds), or holy water (which affects evil, undead, and even incorporeal enemies) should be kept in reserve. Magical ammunition can help archers and crossbowmen overcome situational problems, and spell casters focused on one element should always prepare a few spells, or carry a few scrolls, outside of their typical armaments. Lastly, don't forget the aid-another action (examined in depth in Aid Another is More Powerful Than You Think) and combat maneuvers (which can take away your enemy's advantages if done just right).

Tips and Tricks

I've been involved in a lot of games, both as a player and as a storyteller. From my experience there are certain things I highly recommend that players do in order to create cohesion as a party, and to get their strategy in order.

#1: Read the rules. This sounds simple and straightforward, but I don't mean to just read the rules about how your class abilities work. I mean read all the rules. Understand how combat maneuver checks work, even if you don't use them. Read about terrain modifiers and mounted combat, even if they haven't come into play yet. Knowing the rules will make it easier for you to adapt mentally to a situation, and you will be less frustrated because you didn't understand the ramifications of what's happening to you.

#2: Come together as a party. All too often players build characters who are so disparate, and so different, that they remain a group of individuals rather than a cohesive unit. While you don't have to make all of your party members bosom companions since childhood, attempt to bring them together through roleplaying. If someone was saved from bleeding out by the cleric, play up that reaction afterward. If a fighter got between the sorcerer and a monster, maybe that would play down the animosity of the academic toward the brawler. Have the monk discuss brewing strategies with the alchemist. Whatever it is, take the opportunity to let your characters mingle, and give them appropriate reactions to one another.

#3: Roleplay your combat. It's all too easy to just let combat devolve into a big pile of numbers; don't let that happen. If your ranger knows about a troll's weakness for instance, then he might shout "acid or fire, it can heal aught else!" on his turn. If the paladin's mount is pawing the ground and it's obvious she's going to charge have her call out, "clear a path, this demon is mine!" Keep in mind that a round happens more or less simultaneously, and it's happening fast. Make your words fit the danger or tone of the scene, and convey what you want in character. Lastly, know what you're doing and do it fast so that you don't slow combat down and lose the thread of the scene because you had to look something up for ten minutes.

#4: Remember your options. I mentioned alchemical items earlier (a great list is right here, by the by), along with the aid another action. Remember too that you can ready an action (essentially declaring a trigger for a single, standard action that reads if X happens, then I do Y) as well as delay. Delaying allows you to re-insert yourself elsewhere in the combat order, which can be a highly advantageous option if you want your actions to happen at a certain time. You know, something like I delay until after the wizard casts this huge, area-of-effect spell.

#5: Know your role, but don't be controlled by it. If you are a sneaky rogue who specializes in back-stabbing your enemies, it's very easy to get stuck in that role. If you're a cleric who casts only healing magic, then that too is very easy to fall into. Always look at what actions will be most in-character, and what will have the biggest effect. The fighter could stab the ogre, sure; it's probably what the fighter's built for, and it would do some damage. But giving a +2 to the nearby rogue with the aid another action could ensure a much bigger damage output and possibly end the fight earlier due to sneak attack, poison, etc. Is that the sort of thing the fighter would bank on, or would the martial professional insist on doing things mano a mano with the monster? If he helps the rogue then that could also be turned into a roleplay point. A fighting style where these two fall into a battlefield form regardless of how they feel about one another outside of the initiative order.

#6: Remember what languages you speak. Shouting out your plans right where your enemies can hear isn't always a great idea, but if you all speak a language that your enemy doesn't then you can converse openly without giving away what you're doing. Failing a common language your enemy doesn't know however, it's a good idea to come up with some party-only slang for who's taking what actions.


That's all for this week's installment of Improved Initiative. It was brought to you via the request of Kat Cichocki, and I wanted to thank her for being a loyal reader. As always I hope you find this useful in your games, and if you have a subject you'd like to see covered feel free to send it in. Also feel free to follow me on Facebook and Tumblr if you want to stay properly updated. For those more interested in my writing endeavors and who would like to see more fiction, check out my other blog The Literary Mercenary, and see what I have available on Goodreads. Lastly please remember this service is powered by Google AdSense. If you want to see more updates, then please support us and help keep the blog going!