Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)
Easy to run, Easy to play...
A HUGE BIG OL BUNCH of stuff for one low price.
A printer printing out the PDFs in Zine booklet style and with less than a hundred pages you have complete set of rules!
www.drivethrurpg.com/product/197560/Back-to-the-Dungeon-Master-Bundle-BUNDLE
Easy to run, Easy to play...
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Showing posts with label backgrounds. Show all posts
Showing posts with label backgrounds. Show all posts
Saturday, February 18, 2017
Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)
Saturday, December 1, 2012
Back to the Dungeon Musings and Madness.
Well still barely getting to work on my magic items but still working on them.
At least I have a job now!
I am going to make a new class called a Cultist which is going to be a Rouge mixed with a Cleric. I have actually gotten so close to finishing but I have not settled on a complete game yet.
Once I get a rough draft skeleton I am going to go over the whole document slowly and tweak it and add fluff.
For the fluff content...
Working on a few gods based on the combination of many old myths.
The map will only be what I need.
I will always have history a lost knowledge and it will ALWAYS remain mysterious.
Whatever happened was terrible so long ago and only the oldest of elders can tell the tales of bad times.
Will it ever look like a professional document?
I don't care it's not a professional document it's a hobby.
Will I (and my contributors) make any money?
Nope!
I don't thinks so but that is not the goal. There really is no money in RPGs anymore.
The goal is/was to make a D20 Light/Old School RPG.
The future of gaming again....More ideas and musings...
Unless the existing Pen and Paper gamers revive the hobby, RPGs won't die out but they will go to a place of rarity such as historical wargamers. Comic/Game Shops have been slowly reducing their shelf sizes when it comes to RPGs.
In the golden age back in the 80s and early 90s many (not all) FLGSs were full of life and it was a cool time to see. Now there are game shops out there that are always building up the hobby by having exhibitions and showings of games but there are many that are closing their doors.
At least I have a job now!
I am going to make a new class called a Cultist which is going to be a Rouge mixed with a Cleric. I have actually gotten so close to finishing but I have not settled on a complete game yet.
Once I get a rough draft skeleton I am going to go over the whole document slowly and tweak it and add fluff.
For the fluff content...
Working on a few gods based on the combination of many old myths.
The map will only be what I need.
I will always have history a lost knowledge and it will ALWAYS remain mysterious.
Whatever happened was terrible so long ago and only the oldest of elders can tell the tales of bad times.
Will it ever look like a professional document?
I don't care it's not a professional document it's a hobby.
Will I (and my contributors) make any money?
Nope!
I don't thinks so but that is not the goal. There really is no money in RPGs anymore.
The goal is/was to make a D20 Light/Old School RPG.
The future of gaming again....More ideas and musings...
Unless the existing Pen and Paper gamers revive the hobby, RPGs won't die out but they will go to a place of rarity such as historical wargamers. Comic/Game Shops have been slowly reducing their shelf sizes when it comes to RPGs.
In the golden age back in the 80s and early 90s many (not all) FLGSs were full of life and it was a cool time to see. Now there are game shops out there that are always building up the hobby by having exhibitions and showings of games but there are many that are closing their doors.
Sunday, November 4, 2012
BttDRPG
Well still progressing on the game. I have added a few extra races such as Assimar, Teiflings, and Drow.
I may add a few more Humanoid races as well.
I also added a Bounty Hunter Class and am working on a Psion and Warlock. I am thing about a Thug which is a cross between a fighter and Thief.
Possibly an Archer and Swashbuckler. I always liked options but never complicated rules.
Still no skills or feats list and it's gonna stay that way!
Right now it's a huge 79 pages.
I may add a few more Humanoid races as well.
I also added a Bounty Hunter Class and am working on a Psion and Warlock. I am thing about a Thug which is a cross between a fighter and Thief.
Possibly an Archer and Swashbuckler. I always liked options but never complicated rules.
Still no skills or feats list and it's gonna stay that way!
Right now it's a huge 79 pages.
Friday, August 10, 2012
NOVEL: Free Form Fantsy and Sci-Fi, Plus super simple Space Mini/Card Board Chit battles.
SO what kind of cliches could one have for a fantasy game in a NOVEL free form RPG?
What about Sci Fi? I really don't like how my free from version of Starclads came out so I might just rewrite it. Turn it into a Zine.
In a free form game one should keep up with cash and such should they not?
Now to Space Mini/Card Board Chit Battles!
I am thinking about making ship battles be very stat heavy NOT! Just one number from 1 to 20 called Defense or DEF.
If that number or greater is rolled then the spacecraft is destroyed.
I think it would be cool to have huge space battles. I guess I would have to add in move and ranges if I used minis but that would not be that difficult.
In very rare cases there may be an more powerful weapons subtract from defense BEFORE the dice is rolled but no more than -5. Most of those weapons will be one shots or very few shots.
Order of Combat
1. Each side rolls initiative on D20. Go in highest to lowest.
2. All parties move in order.
3. All parties attack in order.
4. To attack roll a D20. If the number is DEF or higher the unit is destroyed.
5. Some limited weapons may subtract from the target's DEF before the attack is made.
6. Restart back at Step 1.
That's all there is to it.
Axis Space Forces
5 Dreadnaught Battle Cruisers DEF 15 Move 2" Range 15"
20 Fighters DEF 5 Move 5" Range 1"
1 Dread Star DEF 20 Move 1" Range 10"
(5 Shot Planet Killer -5 to Target's DEF Range 20")
Dread Order Imperium
10 Antares Fast War Ships DEF 12 Move 4" Range 5"
30 D.I.E. (Double Ion Engines) Fighters DEF 4 Move 6" Range 2"
The Axis Space Forces have found the dirty Dread Order Imperium and their horrible clone army. All clones of Emperor Snull! They have been ransacking the frontier for decades! Now it's time to get some revenge!
Get some representative tokens or pieces to fight this battle out!
What about Sci Fi? I really don't like how my free from version of Starclads came out so I might just rewrite it. Turn it into a Zine.
In a free form game one should keep up with cash and such should they not?
Now to Space Mini/Card Board Chit Battles!
I am thinking about making ship battles be very stat heavy NOT! Just one number from 1 to 20 called Defense or DEF.
If that number or greater is rolled then the spacecraft is destroyed.
I think it would be cool to have huge space battles. I guess I would have to add in move and ranges if I used minis but that would not be that difficult.
In very rare cases there may be an more powerful weapons subtract from defense BEFORE the dice is rolled but no more than -5. Most of those weapons will be one shots or very few shots.
Order of Combat
1. Each side rolls initiative on D20. Go in highest to lowest.
2. All parties move in order.
3. All parties attack in order.
4. To attack roll a D20. If the number is DEF or higher the unit is destroyed.
5. Some limited weapons may subtract from the target's DEF before the attack is made.
6. Restart back at Step 1.
That's all there is to it.
Axis Space Forces
5 Dreadnaught Battle Cruisers DEF 15 Move 2" Range 15"
20 Fighters DEF 5 Move 5" Range 1"
1 Dread Star DEF 20 Move 1" Range 10"
(5 Shot Planet Killer -5 to Target's DEF Range 20")
Dread Order Imperium
10 Antares Fast War Ships DEF 12 Move 4" Range 5"
30 D.I.E. (Double Ion Engines) Fighters DEF 4 Move 6" Range 2"
The Axis Space Forces have found the dirty Dread Order Imperium and their horrible clone army. All clones of Emperor Snull! They have been ransacking the frontier for decades! Now it's time to get some revenge!
Get some representative tokens or pieces to fight this battle out!
Labels:
Back to the Dungeon Zine,
backgrounds,
Combat,
design,
NOVEL RPG,
rules,
Sci-Fi,
Starclads
Saturday, April 28, 2012
More Free Form Thoughts
Free Form Role Playing....
The NOVEL RPG Rules or lack there of.
A horror to most gamers. No attributes, Hit Points, Skills, Feats, and any other trappings of a RPG. Just the descriptions taking place of the attributes and descriptions taking place of all other aspects of the game.
Just a simple D20 roll with a game master deciding what the difficulty is from what you described on your character sheet.
Combat is easy with damage decided on how well you roll considering the weapon combined with attack ability and your described defenses.
Character are so easy to make. For instance...
Angelo the Poet
A fairly average man with dashing good looks and a great skill for poetry. He is always in the wrong pace at the wrong time. He carries his father's sword and his mother's locket. He is a homeless wanderer whose luck is slowly running out.
There will be more detail as time goes by.
Opinions! Could you run or play a nearly free form RPG or is it too hard to wrap your mind around it?
The NOVEL RPG Rules or lack there of.
A horror to most gamers. No attributes, Hit Points, Skills, Feats, and any other trappings of a RPG. Just the descriptions taking place of the attributes and descriptions taking place of all other aspects of the game.
Just a simple D20 roll with a game master deciding what the difficulty is from what you described on your character sheet.
Combat is easy with damage decided on how well you roll considering the weapon combined with attack ability and your described defenses.
Character are so easy to make. For instance...
Angelo the Poet
A fairly average man with dashing good looks and a great skill for poetry. He is always in the wrong pace at the wrong time. He carries his father's sword and his mother's locket. He is a homeless wanderer whose luck is slowly running out.
There will be more detail as time goes by.
Opinions! Could you run or play a nearly free form RPG or is it too hard to wrap your mind around it?
Saturday, February 11, 2012
Yur World Fantasy
Yur World Fantasy
A Pathfinder/3.5 OGL Experiment
1.Take your current modern city’s population and divide it by 10. This is your fantasy city’s current population. Change the name to a more fantasy feel. For instance I changed Lake Charles, LA to Lake Charlemagne (which I am currently fiddling with due to other projects writers block and ADD), Baton Rouge, LA to Red Staff (or Staff Rouge I can't remember), New Orleans LA to Saint Orleans. Towards the west I changed the name of Beaumont, TX to Bearmount and Houston TX to Hugestone. ANYWAY get the picture? Change your hometown into a fantasy setting! Divide the population by 10 or it will be way too hard to manage all those NPCs!
2. Use the standard method for character creation. Standard races and classes unless allowed by the GM. Get some players. Be honest. We may have to go to a point buy of Attributes but for now it will be standard rolls.
3. Now start creating maps based off of real world geography. Use most of your main streets and waterways. If living in dangerous areas the cities need to be walled. Many of the bridges can be replaces by ferry crossings although huge bridges and landmarks should be converted into gigantic ruins. Add in the demi-human races and their areas. For instance in forested areas and parks add elves and gnomes. Any rocky areas add Dwarves and such. Don’t forget to add areas where the foul humanoids live. The world has to be still untamed.
4. We will use the Pathfinder or any other OGL 3.5 rulebooks at first and go from there.
5. Every Player and GM MUST contribute to the setting by writing up at least a shop or building in the setting. Yes the players help write the game making it more theirs. Remember to not go too far.
6. Other Rules. Time units and Calendar. There are 365 days in a year. Unless the players want to write up a special calendar then we will use the standard earth calendar, as in days of the week and names of the month. There will be 365 time units that a character must spend as he plays. One day equals 1 time unit. A week is 7 time units. The starting day of the first official game will be Jan. the 1st. Year unknown until we come up with a story.
Is Yur World a good name?
New Skills, Feats, Classes, and Rule Variants in general will be judged very harshly. If your idea is rejected go rewrite it and then resubmit it. We are not trying to write rules we are trying to create a setting with the rules as the framework.
Any artwork, poetry, and adventures will be used if possible with full credit given to it’s creator.
This has to be the campy old school type of gaming mixed with the new rules.
Now make sure and have a graveyard with all your old deceased characters in it. If some of your old characters are still alive remake them and play them or reuse them as NPCs. Make the children of your characters from long ago! Rehash old villains and adventures into your setting and have that as part of Yur World's setting.
I know that Ronvug the wizard from back in 81 is now a lich and he is now planning on taking over the lands!
A Pathfinder/3.5 OGL Experiment
1.Take your current modern city’s population and divide it by 10. This is your fantasy city’s current population. Change the name to a more fantasy feel. For instance I changed Lake Charles, LA to Lake Charlemagne (which I am currently fiddling with due to other projects writers block and ADD), Baton Rouge, LA to Red Staff (or Staff Rouge I can't remember), New Orleans LA to Saint Orleans. Towards the west I changed the name of Beaumont, TX to Bearmount and Houston TX to Hugestone. ANYWAY get the picture? Change your hometown into a fantasy setting! Divide the population by 10 or it will be way too hard to manage all those NPCs!
2. Use the standard method for character creation. Standard races and classes unless allowed by the GM. Get some players. Be honest. We may have to go to a point buy of Attributes but for now it will be standard rolls.
3. Now start creating maps based off of real world geography. Use most of your main streets and waterways. If living in dangerous areas the cities need to be walled. Many of the bridges can be replaces by ferry crossings although huge bridges and landmarks should be converted into gigantic ruins. Add in the demi-human races and their areas. For instance in forested areas and parks add elves and gnomes. Any rocky areas add Dwarves and such. Don’t forget to add areas where the foul humanoids live. The world has to be still untamed.
4. We will use the Pathfinder or any other OGL 3.5 rulebooks at first and go from there.
5. Every Player and GM MUST contribute to the setting by writing up at least a shop or building in the setting. Yes the players help write the game making it more theirs. Remember to not go too far.
6. Other Rules. Time units and Calendar. There are 365 days in a year. Unless the players want to write up a special calendar then we will use the standard earth calendar, as in days of the week and names of the month. There will be 365 time units that a character must spend as he plays. One day equals 1 time unit. A week is 7 time units. The starting day of the first official game will be Jan. the 1st. Year unknown until we come up with a story.
Is Yur World a good name?
New Skills, Feats, Classes, and Rule Variants in general will be judged very harshly. If your idea is rejected go rewrite it and then resubmit it. We are not trying to write rules we are trying to create a setting with the rules as the framework.
Any artwork, poetry, and adventures will be used if possible with full credit given to it’s creator.
This has to be the campy old school type of gaming mixed with the new rules.
Now make sure and have a graveyard with all your old deceased characters in it. If some of your old characters are still alive remake them and play them or reuse them as NPCs. Make the children of your characters from long ago! Rehash old villains and adventures into your setting and have that as part of Yur World's setting.
I know that Ronvug the wizard from back in 81 is now a lich and he is now planning on taking over the lands!
Labels:
Adventure Ideas,
backgrounds,
Insane Flipfloping,
Pathfinder
Saturday, August 13, 2011
Why do some think Dungeons Suck?
Why do some think Dungeons Suck?
You hear this crap all the time from old and new school gamers. With a defiant sniff...
"Me and my players don't like dungeons. We believe in deep role-playing. Dungeons are so boring. Just going from room to room killing stuff, It's so boring and blah."
Well Then whomever has been running (and writing) your dungeon needs a bit of schooling. If you limit your game to "no dungeons" then you are doing it wrong.
FIRST When creating a dungeon don't just make rooms fill it with monsters and start playing.
ADD FLAVOR!
All dungeons should have their first purpose before they were dungeons. In my huge megadungeon "The Black Stairs" it was originally an underground colony from some unknown time.
An underground city populated by humans long ago then something terrible happened! It seems they all just disappeared or left in a great hurry.
Nature should also play a role in a dungeon. In the black Stairs water has worked it's way in many places. There are two waterfalls that now pour through huge holes that go deep into the dungeon never filling it up. In some cases if one drops down can access the dungeon from multiple ways other than the front door.
There are also chimneys that are pouring out smoke from unknown depths as well as tracks and trails showing that this dungeon is a living place.
Dungeons should also have factions and some some way of trade and commerce though some are connected to the mythic underworld and have no rhyme or reason to them.
If a dungeon is large enough then there should also be various interested parties other than the PCs. In my Labyrinth Lord version there is a huge group of NPCs that belong to the local adventurer's guild who have staked "official" claim to the dungeon. A large party of over 12 NPCs. Always increase NPCs if the players were foolish enough to go back to town and brag on their adventures and show off all the treasure they found.
In the Pathfinder version I did not have time to make them (Cause the system is a clunky mess of too many rules) so they are just found dead.
You should use various descriptions to portray a sense of ancientness and oldness. The players should be able to feel the textures and smell the smells of the place.
Also make odd traps and tricks that strike the fear of death into the players.
Add elements of video games such as doors that can ONLY be unlocked by certain magical keys.
Have various NPCs from civilization give the players quest to find certain objects within the dungeon.
Let many treasures not all be gold jewels and gems. Sometimes and ancient set of books, tapestries, furniture, clothing, wine, or whatever can be the most valuable treasure.
Many intelligent monsters will be ready for the next visit of the adventurers with ambush and traps.
Maybe even a less intelligent pet is corralled for the PCs to encounter...
ANON
Thursday, February 10, 2011
My Classes for my RPG

Here is from my Classic Fantasy Role Playing Game (New name coming)a selection of classes. Hope you enjoy. Hope you don't die from the terrible writing style.
CLASSES
Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause. A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the “right” path to take. Can turn undead. Heal Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor. +1 to hit every 4 levels. 8 HP+ 1d8 a level.
Fighting Men
The brave and strong Fighting man is the backbone of any adventuring group. The Fighting Man answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play. A Fighting Man must have a Strength of 9 or more. The Fighting man may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use. The Fighting man may also use his Intelligence to see the quality of weapons and armor. A fighting man may also use his Wisdom to keep control of his horse or other steed. You are proficient in all weapons and armor. Critical hits improve to x3 at 4th level x 4 at 8th level improving every 4 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Magic-Users
The magic user is the wizard and witch of old. They can cast many spells but are untrained at all forms of weapons and armor. A magic User must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Can cast Arcane Spells. Has 6 + Int bonus of 0 level spells and 2 plus Int bonus of first level spells. The magic-user must look for or buy any future spell he needs to cast. Has the ability of Wand Use if he buys the proper wand of power. Can poorly use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 6 HP+ 1d6 a level.
Thief
The Thief is a trained criminal. He is the master of stealth and locks. You are a Thief. You must Have Dexterity of 9 or more. A wisdom of 9 or more is helpful also. A thief can use his Dexterity to pick locks, pick pockets, disarm traps, do acrobatic feats, and move completely silently. He uses his Wisdom to hear noises that no one else can hear, find traps, and hide in the shadows. The thief uses his Strength to scale sheer surfaces that no one else can provided there is some sort of grip. The thief also has a secret language called thief’s cant. If the thief can sneak up on a person or do a surprise attack it does extra damage. Last but not least the Thief may use his Charisma to trick a magic item into working for him that would otherwise only work for another class. You can use any weapons and wear any armor but can only do most thieving in Leather Armor. If medium or higher armor is worn subtract one point from any thieving skills you try for every point past AC 12. You can also do a sneak attack that does +1D6 every 4 levels. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Assassin
Assassins are hired killers. To be an assassin one must have a Strength of 9, Dexterity and Wisdom of 12 or more. They specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons and armor. An assassin has all the abilities of a thief but not as good. If the assassin uses his Intelligence he may brew up poisons. He uses his Wisdom to shadow a victim. If medium or higher armor is worn subtract one point for every point past AC 12. +1 to hit every 4 levels. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Unarmed Attack. 8 HP+ 1d8 a level.
Barbarian
Barbarians are warriors from primitive civilizations. They tend to distrust magic and have trouble with any technology greater than Stone Age. Barbarians tend to use large two-handed weapons. Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief. They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less. They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs. They use their Wisdom to sense the weather and wilderness survival. They use their Charisma to intimidate and push around lesser people. To be a barbarian one must have a Strength and Constitution of 14 or more. With two handed weapons may cleave +1 creature per level. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Must roll Wis or Higher to come out of Rage. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Bard
A bard is a jack of all trades using his Charisma to influnce others and cast magic. The bard is a traveling teller of tales and magician. A bard must have a Dexterity and Charisma of 12 or more. If medium or higher armor is worn subtract one point for every point past AC 12. A bard has all the skills a thief does but not as good. The bard also can use his Charisma to con, Seduce, charm, and convince people to do his bidding. He uses his Intelligence to see if he knows and lore or theology like a druid, wizard, or cleric just not as good. The bard knows spells like a sorcerer but picks them from any of the spell list. Leather Armor Only and Can use any weapons. +1 to hit every 4 levels. 8 HP+1d8 a level.
Druid
A druid is an priest of nature. He has many powers and abilities to protect the wilderness. A druid must have a Wisdom and Constitution of 9 or more. The druid can use his Intelligence or Wisdom to see if he has any Lore about survival, plants, animals, or the weather. The Druid also has the ability to use his Wisdom to sense the unnatural when he is in a natural setting. Natural Weapons and Armor only. +1 to hit every 4 levels. 8 HP+ 1d8 a level. Has Spells from the Druid list.
Monk
A monk is a trained martial artist. A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Noble
The noble is a steadfast fighter and natural leader. The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold. +1 to hit every 4 levels. 8 HP+1d8 a level.
Paladin
A paladin is a holy knight. The paladin may use his Wisdom to sense evil within a 20 foot radius. This ability automatically works within five foot of the Paladin. The Paladin may also use his Intelligence to see if he has any Lore like a Magic User or Cleric just not as good. He also has the Lore of Demons and Devils. The Paladin may also use his Charisma to command and inspire his party. He uses his Wisdom to ride his steed into combat. The paladin can heal his Charisma bonus plus 2 Hit Points a level per day. Cast cleric spells at -5 Levels. You get +1 to hit every 2 levels. 10HP+ 1d10 a level.
Ranger
The Ranger is a warrior and a scout who is very skilled in wilderness survival. The ranger uses his Strength to climb great cliffs and trees as well as great leaps. The Dexterity attribute for Stealth and Trapsetting. His Constitution for endurance to keep running far longer than others before tiring. He uses his Wisdom for the Lore of Beast, Weather Sense, Tracking and Survival in the wilderness. He uses his Charisma for calming wild beast. If medium or higher armor is worn subtract one point for every point past AC 14. Humanoid Hatred gives the Ranger +1 every 2 Levels to Damage Done. +1 Bow attacks. May fight with offhand weapon at –2 to hit if wearing Chainmail or less. Cast Spells as Druid -5 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Sorcerer
A sorcerer is a caster of magic much like a magic user except that his magic is not learned it comes naturally. A Sorcerer must have a Charisma of 9 or more. The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. He may use his Intelligence for lore but past that he knows very little. He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is. The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Sorcerers know half of the spells that can use per day rounded down and naturally gain spells whenever they gain a level. Unlike wizards they do not have to memorize their spells. They can use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 4HP +1d4HP a level.
Spellblade
The spellblade has all the abilities of a fighting man and a magic-user. Unlike a magic user he can wear armor but he is limited to chainmail and cannot use a shield. The spellblade starts off with all the abilities of a fighter and a magic-user at first level and his spell casting goes up every odd level. +1 to hit every 4 levels. 8HP+1d8HP a level.
Wanderer
A wanderer is a character that is not a standard adventurer type. He can start off by using leather armor and can increase his armor by every five levels. What he does with his abilities is up to the Game master and the players. Many can dabble in the use of magic items although not as good as a thief. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Okay here is where I would like some comments. Now don't be too rough as these are all "rough drafts" as I am trying to just get the ideas down and hopefully later I can clear things up.
Labels:
backgrounds,
design,
old school,
planning,
rules
Thursday, February 18, 2010
A Messy Recap of my Old School games.
Here is a recap of all the adventures that have been played in my Raven's Keep Sandbox Setting.
After this point I will be using OSRIC as opposed to S&W. Hopefully more to come.
http://www.youtube.com/watch?v=QJhVM930YXY
Listen to Dead Can Dance while you read! You can thank me later!
Wow I played Swords and Wizardry last night with my two girls. They were both elves. My 11 year old rolled a fighter elf and my oldest 13 year old rolled a fighter magic user elf. I had them hire four Men at arms and then sent them into the dungeon. They were there to rescue the Baron's Daughter who had been kidnapped by the Kobolds. Bloodrock Keep was the ruins they haunt and had never been a problem until now. The heroines went in swords swinging and lost the initiative and two of the four retainers died right away. The girls managed to fight off and kill the rest of the kobolds. They then went back to town and hired a set of twing chin and shield fighters, a thief, and a second level wizard. They kicked in the door of the next room for a surprise attack and did they ever miss! My two girls quickly dispatched two of the surprised guards and the Mage and rogue killed two as well. The next round one of the fighters were dead as well as the mage. The rest of the combat ended messily with all the guards being killed. Only one of the fighters and the thief was left. In the corner of the room was a cell that contained a 2nd level elf. While they were talking goblins busted in from the north room and killed the fighter and the thief NPC. The more experienced elf NPC showed the players the use of a bow and the goblins were killed. They will play again soon.
A Human Fighter and two Female Elves.
The Fighter had been traveling for the last 14 days from the Capital to Raven's Keep. A few hours before the city he met up with two female elves. Two Adarian Elves who told a story of the baron of Raven's Keep ravishing an elvish princess of their tribe and now they were at war with the baron. The Fighter groaned as he knew these elves would be trouble.
As they approached the city there was a great crowd of people and screams of pain! There was a man burning at the stake! A few rotting bodies hung by the neck from the wall, people in brass pots with only their heads sticking out who would be left to die slowly in their own filth. Stocks of ten with four unfortunates in them, to be left for days outside the city walls and anything could happen to them.
Then there was this raven haired girl with bright blue eyes and pale white skin. She wore strange black and red leather armor. She and two guards were at the top of the great stone wall some 20 ft high. She was abut to be hung by the neck until dead. The elves began to complain and the fighter told them this is the law and this is crime and punishment. As they were discussing the girl who was proclaiming her innocence and said she had spurned the baron, was throw off the wall and the noose caught on (1d6 damage) but it did not snap her neck but she would die (1 pt of damage a round) soon. One of the elves pulled out her bow and shot through the rope allowing the girl fall. The rather large crowd went wild and began to run into the town as someone screamed goblins attacking! The elf maidens quickly escorted the girl back into the city where she disappeared into the crowds. The fighter suggested that they do the same.
They found a rowdy inn and found rumors of all sorts of things going on. The baron was a womanizer, slavery was very popular here, two dungeons Bloodrock Castle and the Black Stairs beckoned adventurers to explore them and a few adventurer parties had went but never returned. Much adventure was to be found here.
A sage of great wisdom invited the party for a drink and told of Bloodrock Castle and a Tome that he wanted for a hefty price. He would tell them of the location and they would return him the Tome.
SO they went....
Drunk and stupid the Fighter and the two elf maidens were. The entire group of five hirelings had died in the first three rooms of Bloodrock Castle. The first room was a portrait room with pictures of great art that fell apart when touched. Filthy kobolds ambushed us and killed two of our nameless hirelings. The next room a former bedroom of a rich maiden, has human bandits that wiped out the rest of our retainers when goblins from the third room came in and ambushed from behind. It seems that old school has more deadly consequences than new school gaming. Lucky the players let their retainers die and they had to flee back to the inn to wait for another adventure. They sit there now drinking and regretting the senseless deaths of their retainers. Maybe they will be more careful next time
Expedition to the Black Stairs Part 1
PCs
Eachern M The Cleric
Dalkon M The Dwarven Warrior
Aowen F The Elf Thief
Eva F The Thief
NPCs
Marts MF With Plate and 2H Sword
Melenad FF With Ring Spear and Bow plus Dagger
Belenad FF With Ring Spear and Bow plus Hand Ax
Melenad and Belenad are two attractive foreigner twins.
NPCs not hired
Raph MF With Chain, Shield, and Sword plus Crossbow
Tran MF With Plate, Battle Ax, and Spear
The Black Stairs Servant's quarters.
Dalkon get's let down on rope and he gets shot at by 2 goblins. Aowen goes down below to help. As well as Eva, Belenard, and Marts. Eachern and Melenard tie rope to bush and go down. Belenard proves to be a great shot! Killing one of the goblins and the Dwarf kills the other but not until Melenard is horribly injured! Two goblins are dispatched. Three more goblins come out. The party quickly dispatches them all but poor Marts is killed. The adventurer's explore the rest of the servant's quarters and find much gold and an amulet of protection.
They find door on the western end on the main hallway with a warning written in goblin”No go in here” The Cleric feels unholiness in the area and decides to go to the door to the south instead that opens up into a three way hallway.
The western hallway has a smell (Now as a house rule Dwarves will be able to tell the different kinds of humanoids by their smell!) of some kind of humanoid but the dwarf can't tell what it was.
The southern hallway opens up into a greenhouse.
The eastern hallway goes down to a room with a lit fire.
The players go south into the greenhouse and find two knotted ropes coming down. The cleric decides to cut the ropes ten foot up as the Elf decides to climb up the rope. She finds a mulemaster and a pack mule. The mulemaster is heavily question by the elf as the dwarf climbs up. The dwarf finds out that two of the NPCs that were not hired Raph and Tran have decided to come to the Black Stairs themselves. The Dwarf pays the mulemaster 3 gold and tells him to cut the rope when they get back down. The elf and dwarf climb back down and the rope begins to get pulled back up with the mulemaster explaining that he did not have a knife to cut the rope so he would just pull it up. The Dwarf runs and leaps grabbing the rope. The mulemaster surprised by this does not let go of the rope and accidentally gets pulled down headfirst to his death 20 feet below. The party rolls in laughter with this strange turn of events.
The party then decides to go down the eastern hallway and the elf scouts down the hall and sees three goblins completely distracted by something farther down the hallway. The elf decides to sneak up and gives a battle cry too early allowing the goblins a chance to attack but somehow they all miss. The party quickly dispatches the goblins and find an old mine, 6 slaves and a freshly dug gold mine with many nuggets of gold.
The party decides to get the heck back to Raven's Keep and right in the servant's quarters they are ambushed by Raph and Tran. Raph and Tran attack with crossbow and Spear and miss! They close in and the Dwarf is killed (CRIT!) by Tran as well as Melenad and Beledad. The cleric is taken out as well as the elf but she does manage to kill Raph. Only Eva the thief is left standing as she fires her arrows at Tran hitting him but he still is up. She drops her bow and draws her sword as the battle axe barely misses. They both make a last strike his axe cutting her nearly to death and her blade hitting the mark killing Tran. She tires to heal the cleric and fails and succeeds on the elf who quickly pours a potion of healing that they found earlier in the cleric's mouth. They limp back to town.
I use the Dave Arneson method of spend the gold in order to get the Experience Points for it.
The cleric is a worshiper of Bobber the god of fishing. He find the temple of Bobber in great disrepair and their acolytes lax. The local priest of Bobber is an old man who claims to be 115 years old. Much gold is spent getting the temple in repair.
The Thief spends her money on much partying.
The Elf Thief spends her money of a fully armored warhorse. A new set of armor, some caltrops, a couple of tattoos, new fancy sets of clothing, and the rest is wasted on partying.
The brother of the Dwarf comes to the city looking for his brother. He is saddened to find that he is dead and is gladdened to find he died in battle with honor.
The party hires the following NPCs
Mark the Fighter M Chain and Shield with Sword.
The Band of Dwarves M, Dully, Martrus, Dontar, Dunkin, and Brannoc. All had Ring and Shield with Battle Axes!
There was Stryder the Elf Warrior and Mage with Longbow ready to fire.
They all headed back to the Black Stairs ready for Part 1.5!
The party went back in and found the slaughter house. An animal pen, a blood pit that scraps and blood was drained to the unused 3rd level and the actual kitchen.
The party and their retainers bumbled around until they attracted the attention of some zombies. The cleric turned all of one of the dead but the party foolishly pursued the zombies and lost two dwarfs. The zombies were dispatched though.
The fighter Mark kept talking smack about the superiority of humans as the party explored the slaughterhouse area of the dungeon. The Player Dwarf pushed him down the bloodhole. He survived the fall but the party discovered he met a gang of ghouls who quickly dispatched foolish Mark but not before he beheaded one of them. A quick application of oil dispatched another ghoul but the party knows going deeper they will have to face them.
They explored a bit more and found a horde of dishes and silverware. The best find was a huge set of gold candle holders. The headed back to Raven's Fort where they cashed in the items for gold.
A party of legend has happened for the last three weeks as the Adventurers have unleashed a time of drunken debauchery right during The Summer Festival of the Lottery. With the huge amount of gold the party has shut down much of the city for the last three weeks. Crops have not been tended, cows not milked, jobs not done, the city has put in a virtual standstill. Drunken citizens lay all about the street for the last three weeks! The party is out of money and the Baron is now displeased. Time to leave town!
http://www.youtube.com/watch?v=CABVhBrm6Nk
After this point I will be using OSRIC as opposed to S&W. Hopefully more to come.
http://www.youtube.com/watch?v=QJhVM930YXY
Listen to Dead Can Dance while you read! You can thank me later!
Wow I played Swords and Wizardry last night with my two girls. They were both elves. My 11 year old rolled a fighter elf and my oldest 13 year old rolled a fighter magic user elf. I had them hire four Men at arms and then sent them into the dungeon. They were there to rescue the Baron's Daughter who had been kidnapped by the Kobolds. Bloodrock Keep was the ruins they haunt and had never been a problem until now. The heroines went in swords swinging and lost the initiative and two of the four retainers died right away. The girls managed to fight off and kill the rest of the kobolds. They then went back to town and hired a set of twing chin and shield fighters, a thief, and a second level wizard. They kicked in the door of the next room for a surprise attack and did they ever miss! My two girls quickly dispatched two of the surprised guards and the Mage and rogue killed two as well. The next round one of the fighters were dead as well as the mage. The rest of the combat ended messily with all the guards being killed. Only one of the fighters and the thief was left. In the corner of the room was a cell that contained a 2nd level elf. While they were talking goblins busted in from the north room and killed the fighter and the thief NPC. The more experienced elf NPC showed the players the use of a bow and the goblins were killed. They will play again soon.
A Human Fighter and two Female Elves.
The Fighter had been traveling for the last 14 days from the Capital to Raven's Keep. A few hours before the city he met up with two female elves. Two Adarian Elves who told a story of the baron of Raven's Keep ravishing an elvish princess of their tribe and now they were at war with the baron. The Fighter groaned as he knew these elves would be trouble.
As they approached the city there was a great crowd of people and screams of pain! There was a man burning at the stake! A few rotting bodies hung by the neck from the wall, people in brass pots with only their heads sticking out who would be left to die slowly in their own filth. Stocks of ten with four unfortunates in them, to be left for days outside the city walls and anything could happen to them.
Then there was this raven haired girl with bright blue eyes and pale white skin. She wore strange black and red leather armor. She and two guards were at the top of the great stone wall some 20 ft high. She was abut to be hung by the neck until dead. The elves began to complain and the fighter told them this is the law and this is crime and punishment. As they were discussing the girl who was proclaiming her innocence and said she had spurned the baron, was throw off the wall and the noose caught on (1d6 damage) but it did not snap her neck but she would die (1 pt of damage a round) soon. One of the elves pulled out her bow and shot through the rope allowing the girl fall. The rather large crowd went wild and began to run into the town as someone screamed goblins attacking! The elf maidens quickly escorted the girl back into the city where she disappeared into the crowds. The fighter suggested that they do the same.
They found a rowdy inn and found rumors of all sorts of things going on. The baron was a womanizer, slavery was very popular here, two dungeons Bloodrock Castle and the Black Stairs beckoned adventurers to explore them and a few adventurer parties had went but never returned. Much adventure was to be found here.
A sage of great wisdom invited the party for a drink and told of Bloodrock Castle and a Tome that he wanted for a hefty price. He would tell them of the location and they would return him the Tome.
SO they went....
Drunk and stupid the Fighter and the two elf maidens were. The entire group of five hirelings had died in the first three rooms of Bloodrock Castle. The first room was a portrait room with pictures of great art that fell apart when touched. Filthy kobolds ambushed us and killed two of our nameless hirelings. The next room a former bedroom of a rich maiden, has human bandits that wiped out the rest of our retainers when goblins from the third room came in and ambushed from behind. It seems that old school has more deadly consequences than new school gaming. Lucky the players let their retainers die and they had to flee back to the inn to wait for another adventure. They sit there now drinking and regretting the senseless deaths of their retainers. Maybe they will be more careful next time
Expedition to the Black Stairs Part 1
PCs
Eachern M The Cleric
Dalkon M The Dwarven Warrior
Aowen F The Elf Thief
Eva F The Thief
NPCs
Marts MF With Plate and 2H Sword
Melenad FF With Ring Spear and Bow plus Dagger
Belenad FF With Ring Spear and Bow plus Hand Ax
Melenad and Belenad are two attractive foreigner twins.
NPCs not hired
Raph MF With Chain, Shield, and Sword plus Crossbow
Tran MF With Plate, Battle Ax, and Spear
The Black Stairs Servant's quarters.
Dalkon get's let down on rope and he gets shot at by 2 goblins. Aowen goes down below to help. As well as Eva, Belenard, and Marts. Eachern and Melenard tie rope to bush and go down. Belenard proves to be a great shot! Killing one of the goblins and the Dwarf kills the other but not until Melenard is horribly injured! Two goblins are dispatched. Three more goblins come out. The party quickly dispatches them all but poor Marts is killed. The adventurer's explore the rest of the servant's quarters and find much gold and an amulet of protection.
They find door on the western end on the main hallway with a warning written in goblin”No go in here” The Cleric feels unholiness in the area and decides to go to the door to the south instead that opens up into a three way hallway.
The western hallway has a smell (Now as a house rule Dwarves will be able to tell the different kinds of humanoids by their smell!) of some kind of humanoid but the dwarf can't tell what it was.
The southern hallway opens up into a greenhouse.
The eastern hallway goes down to a room with a lit fire.
The players go south into the greenhouse and find two knotted ropes coming down. The cleric decides to cut the ropes ten foot up as the Elf decides to climb up the rope. She finds a mulemaster and a pack mule. The mulemaster is heavily question by the elf as the dwarf climbs up. The dwarf finds out that two of the NPCs that were not hired Raph and Tran have decided to come to the Black Stairs themselves. The Dwarf pays the mulemaster 3 gold and tells him to cut the rope when they get back down. The elf and dwarf climb back down and the rope begins to get pulled back up with the mulemaster explaining that he did not have a knife to cut the rope so he would just pull it up. The Dwarf runs and leaps grabbing the rope. The mulemaster surprised by this does not let go of the rope and accidentally gets pulled down headfirst to his death 20 feet below. The party rolls in laughter with this strange turn of events.
The party then decides to go down the eastern hallway and the elf scouts down the hall and sees three goblins completely distracted by something farther down the hallway. The elf decides to sneak up and gives a battle cry too early allowing the goblins a chance to attack but somehow they all miss. The party quickly dispatches the goblins and find an old mine, 6 slaves and a freshly dug gold mine with many nuggets of gold.
The party decides to get the heck back to Raven's Keep and right in the servant's quarters they are ambushed by Raph and Tran. Raph and Tran attack with crossbow and Spear and miss! They close in and the Dwarf is killed (CRIT!) by Tran as well as Melenad and Beledad. The cleric is taken out as well as the elf but she does manage to kill Raph. Only Eva the thief is left standing as she fires her arrows at Tran hitting him but he still is up. She drops her bow and draws her sword as the battle axe barely misses. They both make a last strike his axe cutting her nearly to death and her blade hitting the mark killing Tran. She tires to heal the cleric and fails and succeeds on the elf who quickly pours a potion of healing that they found earlier in the cleric's mouth. They limp back to town.
I use the Dave Arneson method of spend the gold in order to get the Experience Points for it.
The cleric is a worshiper of Bobber the god of fishing. He find the temple of Bobber in great disrepair and their acolytes lax. The local priest of Bobber is an old man who claims to be 115 years old. Much gold is spent getting the temple in repair.
The Thief spends her money on much partying.
The Elf Thief spends her money of a fully armored warhorse. A new set of armor, some caltrops, a couple of tattoos, new fancy sets of clothing, and the rest is wasted on partying.
The brother of the Dwarf comes to the city looking for his brother. He is saddened to find that he is dead and is gladdened to find he died in battle with honor.
The party hires the following NPCs
Mark the Fighter M Chain and Shield with Sword.
The Band of Dwarves M, Dully, Martrus, Dontar, Dunkin, and Brannoc. All had Ring and Shield with Battle Axes!
There was Stryder the Elf Warrior and Mage with Longbow ready to fire.
They all headed back to the Black Stairs ready for Part 1.5!
The party went back in and found the slaughter house. An animal pen, a blood pit that scraps and blood was drained to the unused 3rd level and the actual kitchen.
The party and their retainers bumbled around until they attracted the attention of some zombies. The cleric turned all of one of the dead but the party foolishly pursued the zombies and lost two dwarfs. The zombies were dispatched though.
The fighter Mark kept talking smack about the superiority of humans as the party explored the slaughterhouse area of the dungeon. The Player Dwarf pushed him down the bloodhole. He survived the fall but the party discovered he met a gang of ghouls who quickly dispatched foolish Mark but not before he beheaded one of them. A quick application of oil dispatched another ghoul but the party knows going deeper they will have to face them.
They explored a bit more and found a horde of dishes and silverware. The best find was a huge set of gold candle holders. The headed back to Raven's Fort where they cashed in the items for gold.
A party of legend has happened for the last three weeks as the Adventurers have unleashed a time of drunken debauchery right during The Summer Festival of the Lottery. With the huge amount of gold the party has shut down much of the city for the last three weeks. Crops have not been tended, cows not milked, jobs not done, the city has put in a virtual standstill. Drunken citizens lay all about the street for the last three weeks! The party is out of money and the Baron is now displeased. Time to leave town!
http://www.youtube.com/watch?v=CABVhBrm6Nk
Friday, January 15, 2010
Raven's Keep

Just to help inspire others here are my incomplete notes for The Little Barony: Raven's Keep. Left very bare so that story can be added.
1.Baron's Keep F10 Stra-Kahar
2.Baroness' Temple C7 Shel-Elene Worshiper of the Goddess of Grain Keres.
3.Temple of the Horseman God
4.Stewart's Home: Many saves and servants.
5.Barracks
6.Lockclank Prison
7.Blacksmith Dwf8
8.Stables
9.The Blue Boar Inn T7
10.The Store Room
11.Carriage House
12.Front Gate
13.Back Gate
14.Temple of the God of Luck: Old Pagan God
15.The Muddy Axe Inn
16.The Wizard's Shop
17.The Shire Reeve
18.Adventurer's Guild
19.The Brotherhood (Rangers)
20.The Arena
21.Lady Arlena's Brothel
22.The Lord Mayor & Courthouse
23.Barber and Surgeon
24.Bath House
25.Play House
26.Opera House
27.Slave House
28.Museum
29.Graveyard
30.University: There are various mage orders at odds with each other. They will take it to the streets after dark. There are other non university mage orders but the University Mages believe themselves the authority over all mages. They are trying to get the authority to have a Mage License.
31.Wellspring
32.House Blood Rateveur
33.House Paldinor
34.House Arcanos
35.House Crimson
Adarian Elves are considered criminals
Baron and his women
Baron's son and daughter
Dungeon below the city.
Eastern Front is where most of the slaves in the west come from. Zeuzalonian from the Land of Zeuzaylon. Looks are above average. Most braid hair upon adulthood and they wear Romatoga a light cloth wrapped clothing.
The Zeuzalonians are the lowest of all people followed by the Hattir, Dwarves, Halflings and any other foreigners.
To the NE there is the Gras-zi. They have jet black hair and pale skin. They are know as a race of “Thieves”. This native race has very few people left as the Mastdellian Empire conquered them long ago. Very prized and sought out as slaves.
There are the people of the NW Desert know as the “Juin”
The Hattir are the natives of the western borderlands that were conquered by the Mastdellian Empire.
The Mastdellian Empire are the people of the eastern kingdom some 14 days away to the east.
Elves are mistrusted. There are the Adarian (Adara) and the Felsparaians (Felspara). The Felsarians come to trade wines, skins and weaponry. The Baron ravaged an Adarian Elf Princess and now there is a state of war and any elf found to be Adarian is to be imprisoned and interrogated.
Crimes:
Any insults by a lower.
Murder
Thievery
Rape
Duels are good if both agree.
Labels:
backgrounds,
design,
Maps,
Raven's Keep,
sandbox,
Swords and WIzardry,
The Little Barony
Tuesday, September 22, 2009
Backgrounds and Variations on a Theme of a Fighter Part II
Alas why do we need skill list?
I mean skills are great in some systems but in S&W is it needed?
YES and NO!
The background of a character is his or her skills.
A character raised in the wilderness or raised in the city would be different.
What I do is allow a simple 1d20 roll plus level plus attribute bonus.
The higher the better.
For "thieves" this is what I do as well.
I give them a simple 1d6+1 per level HPs as well.
"Ranger" types will be handled the same way as well.
A ruling on the spot with no game stopping delay.
I have many players ask about "Feats".
All characters have all "feats" and can try to do anything such as trips, pushes, and power attacks.
A simple attack roll with a possible + or - to the roll and to damage.
Being a Referee for S&W is fun and easy.
I mean skills are great in some systems but in S&W is it needed?
YES and NO!
The background of a character is his or her skills.
A character raised in the wilderness or raised in the city would be different.
What I do is allow a simple 1d20 roll plus level plus attribute bonus.
The higher the better.
For "thieves" this is what I do as well.
I give them a simple 1d6+1 per level HPs as well.
"Ranger" types will be handled the same way as well.
A ruling on the spot with no game stopping delay.
I have many players ask about "Feats".
All characters have all "feats" and can try to do anything such as trips, pushes, and power attacks.
A simple attack roll with a possible + or - to the roll and to damage.
Being a Referee for S&W is fun and easy.
Labels:
backgrounds,
Rangers,
rules,
Skills,
Swords and WIzardry,
Thieves
Sunday, September 20, 2009
Backgrounds and Variations on a Theme of a Fighter Part I
Backgrounds and Variations on a Theme of a Fighter Part I
A fighter is rolled up.
Str 14
Dex 11
Con 15
Int 12
Wis 14
Cha 16
What to do? How do I make this a character and not just a dead sheet of stats?
Ah yes! A background and a theme! Such as the magic of old school.
First idea is a chiseled and well disciplined soldier trained in the roughest of fighting academies ready to go to war. He is stout and his hair is cut very short. He is disciplined and serious. A leader of men.
or
He is a streetwise and scummy type tested in the streets of a big fantasy city. He is wiry yet cut used to using his muscles for various labor jobs. Tested is street brawls and gang fights this long haired scraggly fighter has a roughcast appeal to the ladies.
or
A very well dressed son of former noble who now penniless and is adventuring to remake his fortune.
More variations later...
A fighter is rolled up.
Str 14
Dex 11
Con 15
Int 12
Wis 14
Cha 16
What to do? How do I make this a character and not just a dead sheet of stats?
Ah yes! A background and a theme! Such as the magic of old school.
First idea is a chiseled and well disciplined soldier trained in the roughest of fighting academies ready to go to war. He is stout and his hair is cut very short. He is disciplined and serious. A leader of men.
or
He is a streetwise and scummy type tested in the streets of a big fantasy city. He is wiry yet cut used to using his muscles for various labor jobs. Tested is street brawls and gang fights this long haired scraggly fighter has a roughcast appeal to the ladies.
or
A very well dressed son of former noble who now penniless and is adventuring to remake his fortune.
More variations later...
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