Tuesday, July 19, 2022

Two-Column Name Generators: Italian-Style

Angelisia, Benedonia & Gepettetta

The standard D&D approach to coming up with names is a modge-podge of fictional and historical influences, all thrown together by multiple people drawing from different sources and with varying degrees of seriousness. That's not ~*bad*~ per-se, and can have its own fun Ren Faire charm. If, however, you're trying to capture a specific tone for a setting, I submit that it can be something of a missed opportunity.

Even within the euro-fantasy genre, consider the following:

  1. Aragorn, Legolas, and Gimli in Fangorn Forest
  2. Riverwind, Raistlin Majere, and Sturm Brightblade in the ruins of Pax Tharkas
  3. Jon Snow, Sansa Stark, and Sandor Clegane at Winterfell
Each one has a very distinct feel largely defined by personal and place names. I would also argue that in the context of a game they direct you towards different approaches to the setting, whether ancient saga, high fantasy kitsch, or pseudo-historical family drama. 

Salvatuccio, no!

When a specific tone is desired for a particular game, I find naming tables useful. They can produce a cohesive and flavorful feel without loading players down with homework, they involve rolling dice, which is fun, and they can help get players into the mindset of discovering their character through generation (helpful for B/X / OSR / dungeon crawl-y games where character death is a distinct possibility).

The typical naming table is just a numbered list of names. Sometimes that's all you need, but I've found that:
  1. They aren't very reusable. Once you've drawn Florimell you'll probably re-roll when you hit that name a second time. This can be an issue if you're using the table for NPC names as well as PC ones.
  2. They don't do minor variations well. Even on a d00 table of names, do you really have space for both Aragorn and Arathorn? Will including both Gerlach and Gehrman tilt the table too heavily towards the Gs? This can be an issue if you want a pseudo-historic feel, where shared naming elements can define a family or culture.
The most obvious solution to both of those problems is to make the table very big, but that carries its own costs - it becomes harder to use, and often gets clogged up with weaker names that are mostly there to pad out the count. I can probably find or invent 100 pretty good names, but 1,000 is a much heavier lift.

Enter the two-column name generator. By splitting your collection of names into common prefixes and suffixes and combining at random, you can generate names to your heart's content. Let's use Italian names as an example:

Fantasy Italian Name Generator

d00 Roll

Prefix

d00 Roll

Prefix

1-2

Agath

51-52

Gepett

3-4

Allegr

53-54

Giovan

5-6

Alons

55-56

Grecc

7-8

Andron

57-58

Hercul

9-10

Angel

59-60

Isab

11-12

Anton

61-62

Isid

13-14

Artem

63-64

Jacop

15-16

Bartol

65-66

Jul

17-18

Basil

67-68

Leon

19-20

Bened

69-70

Lor

21-22

Beren

71-72

Luig

23-24

Cass

73-74

Lup

25-26

Catr

75-76

Lyd

27-28

Cyr

77-78

Mar

29-30

Cleop

79-80

Nicol

31-32

Cyr

81-82

Palad

33-34

Demetr

83-84

Paol

35-36

Domin

85-86

Piet

37-38

Donat

87-88

Puchin

39-40

El

89-90

Rom

41-42

Enz

91-92

Salvat

43-44

Floren

93-94

Stregan

45-46

Fortun

95-96

Tomas

47-48

Franch

97-98

Vital

49-50

Gemin

99-00

Xanth


d20 Roll

Masculine Suffix

Feminine Suffix

1

-andro

-ana

2

-ardo

-andra

3

-ato

-ara

4

-ello

-atra

5

-enzo

-elia

6

-eppo

-ella

7

-esco

-ena

8

-etto

-esca

9

-i

-etta

10

-ico

-ia

11

-ino

-iana

12

-io / -eo

-ica

13

-isio

-iette

14

-izo

-ina

15

-o

-isia

16

-olo

-ita

17

-omeo

-olla

18

-ono

-onia

19

-ore

-ora

20

-uccio

-osia


Masculine Examples: Francheppo, Giovanenzo, Basilisio, Pietesco

Feminine Examples: Herculonia, Demetronia, Grecciana, Puchinella

This method takes more upfront work than a simple list of d00 names, since you need to figure out where and how to break apart your source names and stress-test the various components (for example, I really wanted a table that could produce "Guiseppe" but "Guis" doesn't play well with the other components) but you get more names for your buck in the long run. The results might all sound like the SNES Fighting Baseball roster of American baseball players, but I think that's good enough for a roleplaying game.


Note: When pulling from historical examples, I've found that it's a little easier to fit a masculine prefix with a feminine suffix. But don't let that stop you from rolling into the dungeons of Fantasy Italy with Allegrardo the Fighter, Cleopato the Cleric, and Isabeppo the Magic-User.

Monday, July 18, 2022

These Are A Few of My Favorite Traps

Inspired by Josh over at Rise Up Comus, I thought I'd write up some of my favorite traps that I've used while running a game.

Dungeon Delving: a Serious House on Serious Oerth

I was usually the DM for my high school gaming group, where my specialty was inventing enormously detailed campaign worlds and then ignoring all of them while I ran my friends through a single funhouse dungeon that I'd largely thrown together at the last minute. It was based on what I could remember of my church's floorplan with a basement level copied directly out of the 3rd edition Dungeon Master's Guide. That basement level has a lot of oddly shaped rooms that I tried to fill with weird and interesting things, and most of my best traps came from there:

1) The Swinging Door

The main entrance to the dungeon had a set of big wooden doors. One door was smashed off of its hinges, and the other was conspicuously missing. When you stepped through, the pack of kobolds lying in wait threw a lever and the missing door swung down like a battering ram, with several more kobolds riding on it. The door knocked one of my friends' characters unconscious immediately and they beat a hasty retreat, hunkering down in the woods for the night to heal up because they didn't want anyone back in town to know what had happened.

I probably wouldn't run this trap now honestly, but it certainly set a memorable tone for the rest of the dungeon. The dungeon was dangerous, but I'd try to at least make the traps funny. Just as importantly (although I wasn't thinking of it at the time) the swinging door let my players know that heroism wouldn't come automatically - if you weren't careful the dungeon could kill you in an extremely uncool way.

2) The Water Door

A giant corroded bronze door (described as looking like the bulkhead of a submarine) decorated with images of sea creatures, the Water Door wasn't actually locked. It did however have multiple latches (which let out a hiss of briny steam when thrown) and a huge squeaky wheel to crank, to give the players time to think about whether they wanted to open it. Inside was a big room entirely filled with saltwater and stinging jellyfish. The gush of water knocked players over and partially flooded the nearby hallway and section of the dungeon, so the players and the monsters had to wade around in knee-to-hip deep water full of jellyfish. At the time I thought this was really funny.

If I were running this trap now I would have included some treasure in the room, as well as making the dungeon more reactive to the flooding. Maybe the room contains lots of small gemstones that also get washed away and can be found scattered around other parts of the dungeon, but the flooding damages the valuable books in the library nearby.

Early 3rd Edition really had a great aesthetic

3) The Gargoyle Chandelier

A talking alabaster gargoyle with laser eyes that shot at anyone who tried to cross its room without giving the password. Because the room was a key shortcut to the deeper and more treasure-rich section of the map and the gargoyle (while rude) gave fair warning before attacking and wasn't a particularly good shot, my players developed a routine of covering their heads and dashing through this room on every expedition. They never bothered to look for the password and I can't remember now what it was. The room itself was a sort of wizard's workroom with a prominent summoning circle, but they decided it wasn't worth risking the lasers to try and explore.

If I were running this trap now I'd include some mirrors in the adjoining room for players to use as shields, as well as some way of making the password more interactive - either harder to miss, or taking the form of some kind of riddle. Some loudly telegraphed method of lowering the chandelier chain to bring that gargoyle into melee range wouldn't hurt either.

4) The Garbage Disposal

A circular chamber with a magic circle inscribed on the floor, described as noticeably clean compared to the filthy kobold common room it adjoined. My friends deduced pretty quickly that this was a teleporter that the dungeon denizens used as a garbage disposal but decided to give it a try anyway. The teleporter deposited you about 10 feet in the air above a cistern full of water, with an ooze monster lurking in the bottom that would investigate the sounds of someone splashing about. A rusty ladder led out of the cistern, where you'd find yourself in a deeper and more dangerous part of the dungeon.

My friends' heavily armored paladin stepped through first (he made it out, but lost his armor).

5) The Fireball Sword

A golden sword with a big ruby on the pommel, thrust into the center of the floor. Scorch marks and blackened skeletons surround the sword, and the ruby on the sword flickered with a fiery glow ("the marks extend to a radius of about 30 feet, also known as the radius of the common fireball spell," as someone jauntily remarked).

Basically a variant of Josh's electrified treasure chest in the linked post, the fireball sword is obvious to a genre-savvy group of players, is easily avoided (the trap only goes off if the sword is touched), and a gold and jewel-encrusted sword is a tempting treasure. In 3rd edition D&D though, it's really just an HP tax. The reason it'll always have a place in my heart though is that in play I got to watch as my good friend Alex B asked every pertinent question possible to suss out the trap, our other friends' eyes lit up with twinkling comprehension as they got it, and then Alex walked up to the sword and tried to pull it out anyway, to much hooting and hollering from the other players.

6) The Marble Pool

Most funhouse dungeons have a pool or fountain with a big table of magical effects to roll on if you drink from it. Mine (which I believe was called something unbearable like "The Pool of Elfwinter") had 19 neutral-to-positive effects and a 1-in-20 chance of turning you into a marble statue. In my defense, this was telegraphed by a marble man at the edge of the pool clearly transformed/sculpted in the act of drinking from it with cupped hands.

Nowadays I don't think I would put that mix of effects into the same pool, because the level of variance is too much. When you see your friends take a drink and learn to breathe a cone of frost or have their teeth and nails turn to pearl, you're going to want to take a drink too, and instant petrification feels bad. My friends certainly thought so, and we quickly negotiated a ruling that if they tipped him into the pool he could roll again on the table of effects. He rolled another 1 and was cured, to much relieved laughter.

Bonus: Flaming Pit Trap (non-operational)

This one is actually in B3: Palace of the Silver Princess. A trap door drops you into a pit full of oil, and a torch drops in from a chute in the side. Because the castle is in ruins and hasn't been maintained, the torch is unlit. You get a scare and then your friends can haul you out with a rope. On a read-through I'd thought that this was a little too cute, but when playing B/X D&D with 1st level characters, everything in the dungeon is so dangerous, and 2nd level so far away, that it was a welcome relief. And (proving that he is actually a wise and canny adventurer and that the whole thing with the fireball sword could've happened to anybody), in this game Alex B used it to escape from a near total-party-kill when he lured a gang of skeletons into it and dropped his own lit torch down after them. It sounds pretty basic, but that kind of simple cause-and-effect can make for some very satisfying gameplay when the dungeon is appropriately risky.

Oopsie-poopsie!


Sunday, November 29, 2020

D100 Magical Curios

Sam Bosma, Inventory
A continual challenge I find in RPG writing is how to represent a place that's chock full of fantastical or magical junk - Howl's bedroom and Hogwart's Room of Requirement are high profile examples, but any antique shop, ancient library or wizard's workroom fit the bill as well. Places that are full of a disorganized over-abundance of interesting stuff. They're easy to represent in visual art (draw a lot of cool stuff), or in fiction writing (describe the general clutter and pick out a few examples) but difficult to do in the context of a game because it puts a high cognitive load on the DM to describe interesting objects and because players have a reasonable expectation that they should be able to poke around in there and actually pick up and use what they find. I suspect that this is why most dungeon rooms are comparatively bare, or thoroughly ruined with only a few important objects.

Another trouble area is how to represent "minor" magic. Usually what you get is some combination of pure flavor effects (things that are weird but totally useless and/or non-interactive) and weaker versions of existing magical effects (which are often more mechanically complicated - for example, a sword that is +1 to hit but only in certain situations).

My table naturally commits some of both of these sins!

Notes: the table was written with the GLOG in mind, but it's obviously pretty rules light. I'll add links to other tables as they appear on the blog.

Kamome Shirahama, Witch Hat Atelier


1-10. Book: Each book has a title and an X-in-6 chance of containing useful information on any problem relating to its title. Determine X by rolling 1d4.
11-15. Potion: roll on the Potions table
16-20. Herb: roll on the Useful Herbs table
21-25. Scroll: roll on the Spell table
26. Candied Chestnuts: A Glantri street-vendor specialty. Nobody else makes them quite as well.
27. Box of Cigars: Produce clouds of pungent purple smoke. A box contains six cigars and is decorated with the image of a woman representing one of the four seasons
28. Sackful of Feathers: The most fantastic colors imaginable
29. Fire Powders: Cause a fire to flare up, emit sparks, and burn in a variety of bright colors. You never know when you might need to impress somebody.
30. Colored Spectacles: All the rage amongst the fashionable set, these come in a variety of colors. Cool blue, lime green, and rosy pink are currently the most popular.
31. Rainbow Snail: Fed on sugar, lettuce, and small pieces of fruit. Occasionally makes soft farting sounds. The secretions can be used to make a wonderful color-changing ink.
32. Pair of Jeweled Scissors
33. Antique Teacup: When placed onto its matching saucer, a simple spell sculpts the liquid in the cup into an image of some kind (sleeping dragons and floral designs were popular.
34. Glass Globe: An illusory fish appears inside when the globe is filled with water.
35. Canary: A useful creature for dungeon explorers and magical researchers alike. Not only is a canary sensitive to bad air, it will change color when exposed to strong magic.
36. Prism Stone: Available in a variety of colors, these stones shed light like a candle
37. Singing Frog: A few years back there was quite a fashion for enchanting frogs to sing popular ballads. Unfortunately the spells bred true, and now you can pick up singing frogs by the bucketful in any city canal, all lustily croaking out songs that are years out of date. The frogs remain popular as gag gifts, however.
38. Large, Sour-Tempered Toad: Absolutely no magical utility whatsoever.
39. Small Jewelry Box: Made from turtle shell, contains fish eggs.
40. Book of Pressed Flowers: Useful when identifying magical plants. Contains three Useful Herbs, which use a d4 Magic Dice.
41. Kaleidoscope: When looked through, coruscating colors surround the user.
42. Set of Colorful Juggling Balls: If you get them going, they can juggle by themselves for 1d6 rounds.
43. Deep Blue Piece of Flint: When struck with steel it produces a small jet of water.
44. Fireworks
45. Dog: Small, white, and curly-haired, the dogs of Glantri are not especially hardy or imposing, but they are intelligent, brave, and amusing companions.
46. Brass Orb: A strange curio, bought at a bargain price from a tiny antique shop. It produces a humming sound and the smell of camphor oil when struck. The harder it is struck, the louder the hum and the stronger the smell. Comes with a small silver mallet.
47. Stone of Warmth: A flat stone that radiates a pleasant warmth. Usually placed under blankets or kept in a coat pocket for added warmth.
48. Terrarium: Layers of soil and pockets of gold dust and rock crystal simulate a miniature dungeon environment, sustaining a colony of sprites. Can be used to cultivate one sample of a Useful Herb or Fungi per downtime phase.
49. Cricket in a Cage: While the borderlanders raise and battle beetles for sport, crickets are all the rage in Glantri. Kept in specially shaped boxes and jugs that acoustically amplify their songs and raised on special diets, a prime Glantrian cricket can sell for as much as a good horse. While crickets are prized primarily for their songs, the fiercest crickets often sound the best as well, and you can enter your cricket in grub-tumbling matches if you choose. Roll 1d6: 1-3, Mountain Fiddler (1d6); 4-5, Green Bell-Bug (2d6); 6 Royal Silvergrig (3d6).
50. Winged Hat: The symbol of a warlock, a member of a martial order of magicians. Each order has its own particular emblem and color - the Redwings, the Crossed Wands, the Order of the Thistle, the Keepers of Gulltower, etc.
51. Seashell Charm: Contains a heartfelt spell of safety. Grants +4 to a single save, then breaks.
52. Miniature Red Trumpet: Perfectly reproduces the cries of a dragon when played correctly.
53. Loyal Candle: Only the person holding the candle benefits from its light. If you hold someone's hand, they can see the candle's light as well.
54. Stone Pets: An embroidered bag of brightly polished stones that have been enchanted to be as intelligent as mice. If released they will roll about on the floor amusingly for several minutes before retiring to their bag to rest.
55. Soup Stone: Boil it with nothing but water and it will produce a thin broth of no particular flavor (restores 1 Fatigue if this is the full meal). When used in a Feast, it counts as an ingredient but contributes no Nutrients.
56. Enchanted Cookpot: Keeps food fresh indefinitely.
57. Hawking Bat: wears a hood (for light-sensitive eyes) and tether. Used for hunting the large moths that flock to Glantri's many lamps. Comes with leather gauntlet, nectar-soaked lure, and silent signal whistle.
58. Loyal Coin: A largish copper coin. When separated from its owner, it will attempt to return. Useful for small scams, but the coin rolling off in pursuit of its master can be conspicuous. If trapped for a week or elaborately praised and petted it will change loyalties.
59. Paper Cutouts: Enchanted slips of paper that momentarily transform in to real versions of the things they depict are a popular amusement among students at Glantri's magical academies. 1d6 Cutouts per stash (1d6): 1) riding horse; 2) fountain; 3) beautiful woman; 4) fish supper; 5) huge pigeon; 6) heap of jewels. Each lasts for 1d6 minutes (or until touched) before turning to smoke.
60. Eversmoking Bottle: Produces great quantities of perfumed, sparkling smoke when the stopper is removed, which pours from the bottle and totally obscures vision within 50 feet after 1 round. If the bottle is left unstoppered, the smoke spreads another 10 feet per round until it has spread out to 100 feet.
61. Owl Figurine: When tapped once on the head and told to "Wake Me," it will hoot softly at a specified time. When tapped twice on the head and told to "Watch," it will screech if danger approaches.
62. Opal Earring: Chimes and flashes when a spell is cast nearby. Considered somewhat gauche.
63. Hat of Disguise: When worn, your face changes to look like one specific person (a comically ugly bearded man is traditional)
64. Sleeping Draught: A restorative - the drinker receives double the usual benefits of a night's rest, but cannot be woken early.
65. Weather-Charmed Umbrella: For when you want to carry your own weather with you. When opened, produces one specific type of weather under its shade (d4): 1) light rain; 2) heavy snow; 3-4) sun.
66. Jar of Bluebell Fire: Bluebell flames are loyal to one particular person and will not burn them, so they can be picked up and moved about by hand.
67. Deck of Tarot Cards: The hand-painted figures move on their own. Can cast Augury at 20 + INT%
68. Pair of Tiny Bells: Each will ring whenever its sibling does.
69. Feathered Cloak: Reduces fall damage by half. In Glantri, feathered cloaks are associated with adulterers, who supposedly use them to leap out of windows to escape jealous spouses, and with people who lack confidence in their ability to use Soar Shoes.
70. Basilisk Skull-Stone: This slick black stone produces a mild high when held under the tongue. Dissolved in alcohol, it will cure petrification.
71. Dust of Tracelessness: When rubbed on the feet (shoes, paws, wheels, hooves, etc.) this dust prevents the wearer from leaving any footprints or tracks. Dust lasts for 1d6 hours of hard travel before it must be reapplied, or half as long in wet areas.
72. Dust of Sneezing & Choking: When you throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must save or become unable to breathe while sneezing uncontrollably. When a creature runs out of breathe or is choking, it can survive for a number of rounds equal to its CON modifier (minimum of 1 round). At the start of its next turn, it drops to 0 HP and is dying, and can't regain HP or be stabilized until it can breathe again.
73. Dust of Disappearance: Any object or person thoroughly coated with the dust becomes invisible. The dust can still be inadvertently brushed off, washed off, etc.
74. Dust of Illusion: When sprinkled with this dust, a creature or object appears to become something else of similar size and shape. An unwilling target is allowed a save to avoid the dust. The illusion lasts for 2 hours or until the dust is washed off.
75. Periapt of Proof Against Poison: a small grey-green stone on a thin silver chain, which chimes in the presence of poison.
76. Jeweled Cloak Pin: Made of filigree and colored glass in the shape of a winged animal. Can be detached and animated to carry letters.
77. Paired Silver Rings: One set with a red stone, the other with a blue one. Small points of light in the depths of each stone continually point in the direction of the ring's mate.
78. Beautiful Violin: Has four enchanted strings. Can play a tune that charms all who listen, but causes one string to break after 1d6+1 rounds.
79. Magician's Purse: Larger on the inside, it can store up to three significant items. An unfashionable antique often associated with rich old ladies and poor young bohemians.
80. Fireproof Cloak & Gloves: Commonly woven of thick wool treated with ossip wax and spells, but the very best are made of wyvern-hide. Reduce fire damage by 2.
81. Bottled Forest: When spilled over a surface, it engenders an overgrowth of grass, moss, flowers, and ivy. Deals 3d6 damage if drunk.
82. Swap Boxes: Two small chests about a hand's length across, with hasps in the shapes of impish faces. Whenever you lock them, their contents swap.
83. Sound Jar: Very small opaque glass jar, slightly heavier than you would expect. When opened, it produces the sound of (d6): 1) a string quartet; 2) a fashionable dinner party; 3) a scream of perfect horror; 4) waves on the beach; 5) footsteps; 6) someone reciting a poem
84. Immovable Rod: When the button is pushed, the rod does not move from its position, even if staying in place defies gravity.
85. Extensible Rod: A short silver baton that can extend up to 10 feet long on command.
86. Horn of Fog: An ancient horn, elaborately carved and hanging from a cracked leather strap. Produces a cloud of thick fog that obscures all sight beyond 5 feet when blown.
87. Primal Clay: Sculpted forms come to life, as a 1 MD use of Form Familiar.
88. Blasting Chime: a heavy iron handbell, deals damage as a crossbow when rung.
89. Silver Scale Armor: A relic of Glantri's martial past, every scale of this ancient suit of armor is inscribed with a spell to ward against blade and arrow.
90. Decanter of Endless Water:
91-93. Magic Compass: Place a focus inside of this glass globe, and it will point your way to the nearest example of that thing. For example, if a gold coin were placed inside of it, the compass would point to the nearest cache of gold.
94-96. Elemental Coin: A large brass coin, stamped with an elaborate seal and set with 1d4 small colored gems. When offered in ritual payment, the coin vanishes and an elemental appears as if a Summon spell had been cast with a number of MD equal to the gems set into the coin. The color of the gem determines the type of elemental called (d6): 1) amber - gnome, 2) red - salamander, 3) white - sylph, 4) blue - undine, 5) purple - wisp, 6) green - merlish sapling.
97-99. Soar Shoes: Half of a magic circle is inscribed on the sole of each shoe, allowing the wearer to fly when they click their heels together. Flight is tricky to get used to: beginners must make a Reflex check to control their flight and a Reflex save if attempting something particularly tricky (such as staying in the air after taking damage). Every three downtime actions spent practing, gain +1 to flying checks, to a maximum of +4.
100. Duello Monster Cards. A collectable card game of impenetrable complexity. The cards depict various monsters, and include little monster facts. A given set is worth 3d6 x 10. Monster facts have a 50% chance of being both true and useful. A deck usually contains around 21 monster cards (18 + 1d6). Mark off the monsters that you have established facts for.

Sidebar: Playing Duello Monster Cards: Games are resolved with opposed Intelligence checks, modified by the strength of the deck and type matchup. Roll 3d6 to determine the deck's starting modifier, and 1d4 for its type:
1) Aggro: Advantaged over Control
2) Control: Advantaged over Combo
3) Combo: Advantaged over Tempo
4) Tempo: Advantaged over Aggro

Score | Modifier
1 | -5
2-3 | -4
4-5 | -3
6-7 | -2
8-9 | -1
10-11 | +0
12-13 | +1
14-15 | +2
16-17 | +3
18-19 | +4
20-21 | +5
22-23 | +6
24-25 | +7
26-27 | +8
28-29 | +9
30 | +10

Howl's Moving Castle


Wednesday, November 25, 2020

Mini-Game: Beetle Wrestling

 I like festivals and mini-games in RPGs. They're a fun way to have a change of pace, add character to down-time activities, and introduce another mechanical way to interact with the game world in a non-violent way. They also add character to a setting by showing what these people do for fun.

A good mini-game should I think be 1) pretty short to play, 2) simpler than the main game, and 3) create opportunities for further engagement in the main game. After all, if it's too long or complex, you might as well play a board or card game that night instead of an RPG (or perhaps Labyrinth: the Adventure Game, which is basically a collection of little puzzles and party games with an RPG as a frame narrative). 

So: Beetle Wrestling. Adapted from Brian's Grub-Tumbling over at Goatman's Goblet, it's meant to encourage exploration as players scour the dungeon and wilderness for rare bugs to sell, breed, or battle with against local beetle enthusiasts.