Static Representation of Constant Motion

We generally accept that what’s happening on the game board isn’t necessarily exactly the same as what’s happening in the game. The most common example of this in my games is usually when minis stand in for other minis, but there are several examples enshrined in the rules: creatures aren’t actually five feet wide, they’re moving around their space looking for positioning; monsters have reach based on their size, regardless of how long the arms on their figures are; attacks that deal hit point damage don’t always draw blood, etc. In our games we’ve added a principle to this pantheon to remind us of how the narrative is playing out and encourage more interesting, dynamic play.

We call this principle “static representation of constant motion”. Continue reading

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Themes: Competitor

Actually I think I don’t have anything to say about this one.


COMPETITOR

You live for victory. You constantly seek to improve yourself, and your greatest triumphs come at the expense of others in your field. Your focus may be on individual accomplishment like a master of games, working with allies as in a team sport, or proving yourself in combat against ever-more-deadly threats. You won’t rest until you’re not only the best you can be, but the best in the world, with all the recognition and perks that entails.

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Themes: Atoner

This is the only theme I’ve written where I really, really feel like it should have an alignment restriction. I have a hard time believing a character could have this theme and remain non-good, and that bears itself out in the class features. But it is theoretically possible to take this theme and be some flavor of neutral or evil, so I’m not putting any such restriction in the rules themselves.

It’s also my first foray into Paizo-style design, where you take some existing character and try to write rules for them. I didn’t go fully down the nonsensical well of “you can play the character we had in mind and nothing else, so I hope you like Sherlock Holmes/Harry Dresden/Batman/etc.” but you can see glimmers of the character I had in mind here and there.


ATONER

You’ve hurt a lot of people. Through ignorance, apathy, or outright malice you have caused a great deal of suffering, and you’ve now seen the error or your ways. Whether you want to make reparations to the families of those you killed as an assassin, fight for the rights of a race you tried to oppress or wipe out, or help the people you used to rule as an evil overlord, your journey is fueled by a need to balance the scales. You may never be forgiven, and you may be a pariah until your dying day, but you have to try.

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Themes: Survivor

One thing I’ve really enjoyed about themes is that multiple themes can work for the same character depending on what the character’s focus is. Consider a person who grew up in a small farming village that was wiped out by orcs. That character could be a farmer, if they want to focus on their old profession; an epicurean, if they’ve recognized how fleeting life is and want to make the most of it; an expatriate, if they want to keep their small-town lifestyle and ideals alive even after they’re forced to move to a city; a pacifist, if they’ve seen enough death for one lifetime; today’s theme, if the orc attack itself drives them forward, and so on. Each sets a different tone for the character and provides wildly different powers. It’s not as simple as “I learned to farm, so I am a farmer”. It’s more like “farming is what I want to do with my life” and deciding how that fits into an adventuring career.


SURVIVOR

Your life is defined by disaster. Some natural, magical, or monstrous tragedy left it mark on you when you were young. Whether it left you an orphan, destroyed half your town, or only affected you deeply and permanently, it still haunts you wherever you go. You aren’t proud of your scars, but they do galvanize you and give you the focus and experience you need to help others in the same situation. If you can survive the worst of your past, there’s nothing the future holds that can stop you.

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Themes: Expatriate

I freely admit this idea came form the 5E Player’s Handbook, which provides the background “outlander”. But that background only covers people from the wilds, not people from civilized but remarkably different cultures. I’ve watched enough professional wrestling to know that “foreigner” isn’t just a character archetype, it’s also a personality and often an alignment. And a city mouse in the country is just as lost as the reverse, so there’s no need to split that into two themes.

More than most, this background relies on role-playing. A farmer might not always talk about farming and a dragonkin might not always talk about how great their ancestors were, but a person lost in a confusing culture is always lost in a confusing culture. As such, I tried to dodge a lot of the obvious cultural differences like “everybody from around here cooks weird food” and “I can’t understand anything said with that accent” and “the phrasebook says that word means something else”. In reality that’s frustrating and in fiction it’s hilarious, neither of which is really the scope of optional mechanics. It’s up to the player to decide how much of that they’re willing to tolerate, and it’s up to the theme to provide small but tangible mechanical effects related to it. As such, you’ll probably need to justify each of these abilities in-character. And that’s fine. In fact, it’s kind of the point of themes in general.

An aside: I think one of the abilities in this theme is among the best mechanics I’ve ever written. See if you can spot it.


EXPATRIATE
You’re not from around here. You were born and raised in a very different culture, like a nomadic tribe in the desert who have never even heard of iron, a small town deep in dwarven lands, or a secret underground society beneath the capital city. Uprooting your life taught you many important lessons, but you don’t want the old you to wither and die. You want to expose your friends and associates to your culture, fostering it and building acceptance for it in a new environment.
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Themes: Pirate

So far almost every theme I’ve written has been something from my initial list of concepts. Only two themes came about because a player wanted something specific for a character. The first is the noble and the second is this one. Both of those characters are in the same campaign, and the second season of that campaign is starting very soon. Coincidence!?


PIRATE

You were trained on the sea, but not in the mundane life of an ordinary sailor. You may have been a common smuggler, lived the riskier but more rewarding lifestyle of waterway bandits, or joined a government-sanctioned crew commissioned to stop the former. Your dream has always been to lead your own crew, and if you keep yourself alive long enough your exploits and experience will inspire loyalty in your allies and respect in your enemies.
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Themes: Entertainer

Both of my ongoing campaigns ended within the last few weeks, and we’re a few weeks away from starting the next ones. I don’t have a campaign to work on for what feels like the first time in years. It’s a weird sensation. I don’t think I like it.

But as long as I’m suffering under the burden of free time, I might as well add some of the themes I’ve been kicking around but never got a chance to write.


ENTERTAINER

You base your life around performance. You eat, sleep, and live the show, and nothing thrills you like having an audience in the palm of your hand. Whether your lute gives injured listeners the peace they need in trying times, your caustic oration spurs an army to overthrow their kind if ineffective king, or your dance attracts legions of followers to obey your every whim, you’re only truly happy in the limelight. Other may dismiss you as a distraction at best and a meaningless frivolity at worst, but you know emotions are the strongest forces there are, and you manipulate them at will.
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Campaign Songs: Contract of Barl

I’ve spoken before about our campaign theme songs, but only for a paragraph or two. Since one of my campaigns had ended recently, it’s a good time to talk about one in more depth.

The Eight Arms and the Contract of Barl is another campaign in our Edwardian-era fantasy setting. In the first campaign, one of the characters, Barl, asked to start the campaign in debt, which gave me the idea to base a story around needing to pay it. Over time that changed into something similar, where the character had made a contract with some powerful extraplanar entity, and his creditor called him in for some dangerous, immediate task. The party consists of his allies and their planar guide, searching the planes for him and trying to shoulder as much of the onus as possible without accidentally contributing to the instability of the universe.

Our campaign songs usually aren’t about the players themselves. They’re more about the villains, both because I want to set the mood and because I have some control over what they want and say and do. Sometimes they’re also about what I’d like the campaign to be about or what I think the plot is before the players completely ruin it for me. And in something that’s definitely more for me than anybody else, I try to match the rhythm of the song to the campaign pacing. Most songs aren’t a perfect fit, but some closer than others. This one was really good.
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One-Shot Characters in Ongoing Campaigns

One of my favorite tropes in media is the individual face-offs between antagonistic teams. That is, I love it when the good guys meet the bad guys, and the good guys have a genius magician but the bad guys also have one and you know they’re going to fight, while the big guy fights the evil big guy and the comic relief fights the villain’s pet wolf or something. I’ve tried to work it in my campaign several times, sometimes playing it straight like when the half-dragon orc barbarian went toe-to-toe with the eldritch giant, and sometimes subverting it like when I spent a full session establishing a rival party then killed them just off-screen to set up the real big bad. I had something like this in mind when the players in my current campaign met the minions of one of the campaign villains, and the players knew it. When the party finally caught up with those minions during a trip through Hell, they immediately requested (nay, demanded) that they split up to fight their destined battles.

Of course, a one-on-one battle is incredibly boring in Pathfinder. In my experience they’re rarely tense, clever encounters where the combatants continually one-up each other’s power and strategy. It’s far more likely that one person will run roughshod over the other because of one specific part of their build, usually mezzing, defense, or damage, in that order. A single character also loses out on all kinds of combat options, like positioning and flanking. It takes a certain, rare kind of character to make the fights dynamic, and the more you try to force them into a dynamic mold for a set piece battle, the more that battle resembles a skill challenge rather than the fight you advertised. Worst of all, while one player is fighting, the others sit around and watch.

It’s not fun because that’s not what the system is designed to do. The system, Pathfinder especially, is designed for party-on-party rocket-tag violence. If we want destined battles, we have to find a way to make them group affairs.
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Live GameScreen Available for Download

Over the years I’ve gotten several requests for Live GameScreen, the session-management software we use in our games. I’ve extolled its virtues before, and I’ve finally gotten a chance to use its networking capabilities in a campaign (verdict: …eh, but that might be something in our firewall settings). But for a good while now it’s been unavailable because the site that hosted it went away.

As such, I’m hosting it here. Technically I think I’m legally allowed to do this. You can find download links to Live GameScreen on its new page and in the header bar.

I’m also using this chance to show off our new icon hotness. The default icons with Live GameScreen are lackluster, and we know it. I’ve uploaded some new ones here. They follow a simple pattern: the icon in the middle is what’s happening to you, and the background color is its severity. A red background is a bigger penalty than orange or yellow, blue is a better bonus than green, and black means you’re probably taking damage.

All of these icons use resources from Game-icons.net, which has them available via Create Commons license, so you can use them however you want or make your own. We’ve been using custom ones for specific characters so we know when our dwarven defender is in stone stance or when our swordmage is literally on fire, and nothing quite beats laying so many penalties on an enemy you can’t even make them out any more. Give them a go.

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