Rick’s RPGs: Transitions in an RPG World

One of the biggest things that GM’s overlook in their game world is transitions in time and how if affects the world around the player characters. IE, What happens to the PC’s favorite Inn or Tavern after they have been gone for a while? Maybe the PCs heard some rumors in the inn that took them on a world saving journey that lasted many years? What happened to the inn now that they’re back in town? This month’s article for the RPG Blog Carnival is all about “Transitions.”

You can likely see transitions in your own neighborhood. Old buildings have been torn down or updated. New buildings have come in. Restaurants and stores have gone out of business and new ones have opened up. For a bit of reality in a gaming world it makes sense to add such transitions. They can simply be flavor for your game world or can be important plot points for further adventure.

A good example of an extreme version of this in fantasy literature is the last chapter of J.R.R. Tolkien’s “The Return of the King” simply called “The Scouring of the Shire.” When the four Hobbits return home to The Shire, they find that it’s been taken over by Men from the South led by the former wizard Saruman who is living in Bag End. The formerly peaceful Shire is full of pollution. The Hobbits as a race are effectively enslaved and generally unhappy in sharp contrast to how peaceful and serene it was when they left. The Hobbits, specifically Merry and Pippen, rally The Shire to battle. They kick the strangers out in the Battle of Bywater, also known as the last battle in the War of the Ring. Saruman, the formerly powerful wizard, is killed by his servant Wormtounge (who had been poisoning the mind of the King of Gondor,) who in turn is slain by an arrow. Afterwards the Shire goes back to it’s original happy and serene place as the Hobbit race is once again free.

In my own game world I have a building that is the Orphanage of Talric. It is a huge two story stone building. A grand stair case from the front door leads to the second floor. On the west wing of the ground floor are class rooms. The east wing is kitchen, dining area, and temple to Talric. A small storage closet serves as armory, mostly practice weapons.

The second floor is dormitories. Orphans share rooms in the west wing, while the teachers and staff each have their own room in the west wing. There are also rooms for visitors and dignitaries, or even road weary travelers who need a place to stay the night. There is also a “hidden” basement area that is mostly used for storage.

This location has served in my game for nearly ten years. During that time I have built up quite a history for it as it’s been through multiple transitions. The building was originally built 500 years ago (in game time,) as the Mayor’s house for the town. When the Black Hand armies came through 200 years ago, they took over the building and made it the regional Headquarters for their army. As part of the offense against the Black Hand by the Solar Empire, it was captured by a group of adventurers in a daring midnight raid two years later. The leader of this party was a Paladin of Talric who built a basic temple inside to worship at. The Solar Empire used it as their own forward Headquarters during this time.

The temple attracted Paladins and Clerics of Talric to the area who ended up being instrumental in turning back a last ditch attempt to break the Empire’s defensive lines. This effectively collapsed the Black Hand’s offensive, but the war lasted another three years as lost territory was reconquered. During that time the temple took in so many war orphans that is gradually took over the entire building as the front lines moved forward and it was no longer needed as headquarters.

Since then the building has housed Orphans from all over the Empire and has been a central location for many adventurers. Player Characters lived and met each other in the orphanage. Orphans have been stolen in the dead of night for nefarious purposes. The hidden basement houses supplies left over from the war, among these an powerful artifact wanted by a mysterious Cult. The former mayor’s family have fallen on hard times, but they do have one thing, the original deed to the house and they want it back. Goblin raiders driven from the mountains by an early snow storm attempted to attack the Orphanage.

The possibilities have been endless for this building because I sat down to think about it’s transition through the decades. This can be done for any building or location. Not just over hundreds of years, but even over a few months. Keep in mind that the one constant is change, and your game world should reflect this to be as believable as possible.

For those who run dungeons in their fantasy games, it’s good to think what happened to the dungeon after the players went through it. Perhaps that colony of giant bees take over the entire complex now that there are no larger creatures to hold them back? Maybe the PC’s battle through the dungeon severely damaged it and has caused a partial collapse that reveals another level or two? Or have bandits discovered the abandoned dungeon and turned it into their hideout?

If you need a little help, I created the below chart to help you think about transitions. Roll a D20 to see what event happened at the location. From there you should be able to build a back story and likely an adventure or two.

Transitions Chart
1 – cataclysm, nothing is left to even rebuild
2 – devastated, in ruins no one cares to rebuild
3 – recently suffered a disaster, main NPC’s maybe dead or missing
4 – recently suffered a disaster, but everyone is OK, rebuilding in progress
5 – famine or drought is causing people to move on
6 – sold, given away, taken over by some one else.
7 – razed to make way for a new construction project
8 – NPC has died or left unexpectedly
9 – PCs relative, patron, or friend has shown up unexpectedly
10 – increase in taxes causes a slow down in business or traffic
11 – severe weather causing flooding or other damage
12 – NPC has recently come into a huge amount of money and is making modifications or repairs
13 – Long lost relative joins the family business
14 – A party of adventurers had a fight, causing huge amount of damage
15 – Raided by evil (humans, creatures, elves, tax collectors)
16 – New Permit process affects business
17 – Nobility have discovered the location, their money and influence is pushing out the poorer folks
18 – Owner approaches the PCs to invest in their business or company
19 – Main trade route has moved causing a drop in business
20 – Nothing, all is well just as the PCs last saw it. Or is it?

Be sure to modify as needed for your game world.

Please let me know what you think of this article. I’d love to hear any comments, ideas, or suggestions!

RPG Plot Hooks: Treason at the Finest Kind

RPG Plot Hooks: Treason at the Finest Kind

The Findest Kind is a high class fantasy Inn and Tavern that can be placed anywhere in your game world as appropriate. It can be a waypoint with a few subplots and plot hooks of it’s own. Or it can be a major part of larger plot arc.

The Finest Kind Inn should sit near a large trade route, noble quarter if in a city, or Continue reading “RPG Plot Hooks: Treason at the Finest Kind”

RPG: Diadem of Water Elemental Control

RPG: Diadem of Water Elemental Control

The Diadem of Water Elemental Control is only useable by Druids.

Description: A plain gold Diadem with no ornamentation other then a wavy line running the length of the band.

Usage: The wearer can control up to 3+Wisdom bonus (if any) number of Water Elementals at one time.

He can give them all the same command, a successful Will roll must be made to give one a different command then the others unless it is a dismissal command.

Water Elementals must be within line of site for initial commands. They will carry out their last orders though when out of site.

Until issued a command, Water Elementals are free willed and will act and react as normal. Hostile actions towards the Water Elementals before a command is issued, will result in a -3 Penalty to the Will Roll.

NPC: Rawhide (Buckaroo Banzai Companion)

NPC: Rawhide (Buckaroo Banzai Companion)

Rawhide has known Dr. Buckaroo Banzai longer then any of the other members of Team Banzai.

Rawhide
Rawhide has a variety of skills

Rawhide D20 Modern Character Sheet

Description from World Watch Online:

Real name unknown, of Western United States origin, straight as an arrow, owns no more than he can carry on his horse. Has known Buckaroo longer than any of the others. Believed to have a piece of bottom land in Wyoming, possible dependents, several brothers, one of whom may once have operated on the other side of the law, holds several advanced degrees in psychology, anthropology and entomology that belie his easygoing Zen-like manner. Interests: the human mind, the piano, all life-forms and cultures. Own once-stated belief: “the study of crime is the study of mankind in its truest form.”
The following is adapted from the April 1986 edition of ‘World Watch One’:

“Although in Earl Mac Rauch’s novel The Adventures Of Buckaroo Banzai (written in collaboration with our own Reno) the deaths of our three companions (Rawhide, Sam, and McIlvaine) are confirmed, in truth it was a necessary ruse. When Rawhide and the others were felled and John Parker confirmed their wounds mortal, Buckaroo held a hurried conference with New Jersey, then scrambled the Institutes medical team and committed the three seemingly lifeless bodies to the Cryogenic Lab. After the Lectroid crisis had been averted, Buckaroo and New Jersey returned their full attention to the hope of restoring life to our comrades. Fortunately, further consultation with John Parker revealed that he had failed pre-med as well as flight school; Lectroid M.D.s John Kildare and John Eligius were called in, and concerted study resulted in breakthrough research on the physiological differences between human and Lectroid nervous systems. A treatment (the details of which must remain confidential) was formulated and applied, and Rawhide, Sam, and McIlvaine were returned to this world.

Buckaroo and Rawhide then decided to boldly seize this unique opportunity to send the three men, whom the blackhearted Hanoi Xan was unaware still existed, against him. Rawhide led the trio in an assault on the World Crime League’s east coast stronghold and destroyed it, taking many Death Dwarves captive. By the time this mission was completed, however, the novel by E.M.R. had gone to press with the misleading information about our comrades’ demise. We regret the distress we have caused among the ranks of our friends and supporters (Rawhide, in particular, was amazed at the outpouring of public sentiment on his behalf) and hope you will understand that such an opportunity to strike such a blow against the World Crime League could not be allowed to pass.”

Note: Fancies a BBI intern named Big Norse.

Equipment:
Colt New Service