Wednesday, October 29, 2014

Ludio Ludius

Mortar & Flame is played using a variant of the N3 system developed by Undead Dragon Games called Guts, Grit, and Glory. New readers and players will most likely be unfamiliar to how this system works, but knowing the ins and outs of the system is unnecessary for the first step in any roleplaying game, regardless of system. Id Est, character creation.

Down to business. Here's how to create a character, from the very start to a finished, playable jumble of numbers and words. Lets take this one step at a time.

Step One: A concept.

Yeah, that seems so obvious, something a million people have said before. Well that's because it's really the most important part. This is a roleplaying game, the role you play is the whole point. This can be a difficult and complex thing to come up with though, so I'll talk briefly about it here and in more depth in a later post.

My best advice would be, "Either start really big, or start really small." By this I mean that, in my experience at least, creating interesting and enjoyable characters is easier if you start simply.

Lonely Renegade. Honorable Centurion. Greedy Senator. Grieving Mother.

All you have to do is read two words and your mind will automatically start filling in the details. This is a good thing! It is a natural human inclination, especially for people with good imaginations and a creative streak, like us roleplayer people! Hell, don't stress yourself out trying to think of a cool idea, let your subconscious do all the work. Start cobbling together some random adjectives and nouns until your inner storyteller strikes gold.

He's lonely because his brother and partner in crime got captured so he could escape. Okay, good. Then what? Their escape went wrong because they were betrayed to the law for a reward. Okay, good. Then what? Who betrayed them? What crime were they trying to commit? Why was there a reward on them? What happened to the brother? What is the renegade doing now? Etc, etc.

Thinking along those lines will eventually result in you knowing enough about your character that filling in the numerical details rules wise will be both fast and easy.

The other way is to start small. Like, so small it's trivial. It's not even a character at this point it's a single random fact or tidbit of information.

Owns a bent coin. Is afraid of the sound of grasshoppers. Lights three candles every single night and lets the wind blow them out. Was teased as a child.

And just go from there. The bent coin is special because it was a gift from a Greek philosopher. Okay, good. Then what? The philosopher gave it to you as he was dying. He said it was a guide to your destiny. You had no idea what he was talking about because you aren't Macedonian and the philosopher didn't speak very good Latin. So now you go around and ask every learned man and oracle you can find about the bent coin.

See what I mean? Just start either very small and specific or very large and vague, and just keep going one step at a time until you are satisfied. Honestly, you don't need to write out a 20 page life history. Shucks, you don't have to write anything down. Just have this stuff in your head while doing the rest of the steps, and it will almost be like the character stats choose themselves.

Step Two: Guts, Grit, & Glory.

These three are the corners of your statistical triangle. At character creation every player has 15 points to spread between the three. All three have a minimum value of 2, so logically the highest possible number is 11. How you distribute them is mostly influenced by your character concept, the better you know your character the easier this should be to distribute. The following are descriptions of each.


  • Guts - Guts represents a character's overall physical health. It does not directly relate to muscle mass, so while a big, strong, fit character will probably have a decent or high Guts score, it is not automatic. Guts represents your resilience to disease, your stamina, your reflexes and coordination, your hearing, your eyesight, your ability to get hurt and keep going, and basically everything else related to the well-being and quality of your body. The average for all humans is 4-5 with about 80% of the population between 3 and 6, though of course people vary drastically, and Guts is not necessarily tied to gender or age or body weight.

    Guts goes up and down for a few different reasons, most commonly injury and recovering from said injuries, so it's important to keep track of your current Guts score and your maximum Guts score.

    Guts is connected, rules wise, to Physical Injury, Death and Dying, Disease, Poison, Starvation and Dehydration, Healing and Recovery, Running, Jumping, Hearing, Eyesight and "other things of a bodily nature not listed right here at this moment".
     
  • Grit - Grit is, in general, how tough you are and how hard or long you can push yourself to your limit.When everyone else is collapsing from the heat and the thirst and the many miles of walking, Grit is what keeps you on your feet. When you're hanging off a cliff by a rope, and your arms are screaming and your hands slipping, Grit is what keeps you holding on. Grit is also mental. When fire is crackling all around you, when you're drenched and weary and lost in the woods, when the cavalry is charging right towards you, that's the time Grit comes into play.

    Like Guts, a character's current Grit goes up and down. Unlike Guts though, Grit is spent at the choice and under the control of the player and is used to modify the results of dice rolls. A player may spend a point of Grit in one of two ways. They may add a +3 modify to a roll that has YET to be made, adding the three to whatever number comes up, or they may spend it AFTER a roll has been made but BEFORE the results of the roll are revealed by the Gamemaster, allowing them to re-roll the dice. You may not use multiple Grit to stack the +3 bonus's but you may keep re-rolling the dice as long as you have Grit to spend. You may also not use Grit to grant a re-roll if you also used Grit to provide a bonus for that same roll and vise-verse, though both forms may be used in a single turn on separate rolls.

         *The exception to the rule about only re-rolling before the results are revealed does not apply to opposed rolls, which are often made in Guts, Grit and Glory games. A player may elect to re-roll even after seeing the result of the opposition's dice. This mostly comes up during combat.*

    Aside from spending it to modify dice results, Grit is also connected to, rules wise, Hunger, Fatigue, Intimidation, Alcohol, Fear, Dying, Injuries, Extreme Heat and Cold, and "other things of a similar nature not listed right here at this moment".
     
  • Glory - Glory lives in the heart of every Roman, Barbarian, and Hero. But what is Glory?

    Holding the breach against vastly superior numbers, standing firm and fighting to the last man? Rescuing innocent civilians from marauders? Rising from nothing to a respected and accomplished senator? Vanquishing a mighty champion in single combat? Winning an elite contest of skill or beauty? Building the richest trade and commerce network in the known world? Personally discovering something that will change the course of history?

    No, not one of those is glorious. At least, not inherently. Those things display courage, valor, nobility, and virtue. They are impressive feats worthy of renown and praise, bringing honor and dignity and reward to those few able to accomplish them. But that is not what glory means.

    That which distinguishes a monument from an ordinary building, statue, etc is not found within it's construction, location, or appearance, but what it stands for. Glory occurs only in the name of something greater than yourself. Be it martial, social, spiritual or anything else, what you do is irrelevant to glory. What matters is why you did it.

    That which is "greater than yourself" can take many forms. It could be a political entity, a philosophical ideal, a culture, or even a dream. What matters is that your actions and the results of those actions, for good or bad, are associated by others with the higher concept equally, if not more so, than they are associated with you.

    Note that a character's Glory score is NOT a measure of how "good" they are. A person can be a kind, lawful, honest, and even outright heroic individual and still have little Glory. Glory is not a measurement of morality but rather a way of thinking and acting.

    Aside from being a core concept of the game on a stylistic and storytelling level, Glory has in-game uses and effects, as described below.

    • Glory may be used to automatically succeed at any one die roll so long as the action is of a glorious nature. The character, if they choose to spend Glory, may do after seeing the result of their die roll and even after the GM has informed them they have failed, so long as they do so immediately after being informed of their failure but before the effects of failing have occurred.

      For a basic example: a player that is climbing a tall ruined building with intent to place a banner at the top may use Glory to automatically succeed at a climbing roll to reach the peak, even if they had moments ago failed that same roll. Regardless of the result of the die roll, that player subtracts one Glory from their current amount and their turn/overall play continues as normal.

      This automatic success may strictly not be used for any action which would kill or physically defeat another person, the reason for this to prevent instant, undeserved victory in combat. It may also not be used for actions which are disgraceful or would bring shame on the character/the higher concept. Just because the immediate action would result in glory, if the long term outcome or deeper purpose to that action is selfish or dishonorable, Glory may not be used.

      The above example is very straightforward and obvious. Many situations though, are more nuanced and complex. The issue of what is and is not Glorious will naturally vary with each gaming group and the opinions of individual players. There is no hard and fast guidelines or criteria to meet, but it is important to remain consistent, and crucial that each player has a mutual understanding of how Glory can be used. This is discussed in more depth in a latter section.

      In general, Glory is not meant as an "I win button". If the Gamemaster feels a player is abusing the Glory system simply to succeed, they may veto the point, and that player does not lose the Glory point but does not automatically succeed. Also of important note, Glory may represent a shining moment, but it's not supposed to allow people to do the impossible. Improbable and unlikely yes, but not impossible. You may not use Glory to leap across 30 foot gaps, recover perfectly in minutes, or other implausible things, even if those things are for a clearly glorious goal. Mortar & Flame is rooted in reality, "automatic success" or not.

       
    • Glory can give a circumstantial modifier to rolls, if the Gamemaster believes Glory to be relevant. A character with high Glory might get a bonus to repair rolls when working on a damaged historical building, or a character with low Glory might receive a bonus to the rhetoric skill if they are making a speech standing up for what they believe in for the first time. These bonuses are on a per-situation basis and are at the discretion of the Gamemaster.
    • A high Glory score should influence the reactions and decisions of Non-Player Characters. The senate is much less likely to hurl a character with a high Glory score into exile based solely on questionable evidence than a character with a low Glory score. A butcher might offer reduced prices if the person buying it has a high Glory and informs them it is for an award ceremony. The local Magistrate's gorgeous daughter much more likely to flirt with a character if they, through a high Glory score, give her the impression of a storied, accomplished hero.

       
Step Three: Skills

Skills and the points put into them represent the things a character has practice and experience doing. Everything from a hobby to a profession, if you have to study, practice, and work to get better at it, it is usually a Skill. Every character begins the game with 15 Skill points, which they can distribute among skills of their choosing. You may put up to 4 points in a single skill during character creation, with 5 as the maximum any skill may rise to. Below if a brief reference of what different skill levels mean. Note that skills do not represent what your character can DO, they represent what your character is GOOD at. Rank 0 does not imply your character is a clumsy, clueless incompetent, merely that they are not better then everyone else.  

  • Rank 0 - Plebeian: If you can do it, anyone can do it. Rank 0 in a skill does not in any way mean you can't try, but if you succeed is as much a matter of luck as intentional effort. You have no proper training in this skill and while you may have done it before during your life, you are not practiced enough to make a difference.
  • Rank 1 - Able: You aren't all that great at this but you know what you're doing and can hold your own. You're better than the average bear, with practice and knowledge, either self taught or trained.
  • Rank 2 - Steady: You can definitely pull your own weight when it comes to this skill. You are capable of directing and leading others in use of this skill, and you can act for long times independently without needing any assistance. Even to the untrained observer, you appear competent and reliable.
  • Rank 3 - Deft: You clearly know your stuff in regards to this skill. You are trusted by all to get the job done and done well, and people come to you with requests for help and ask you to teach them. You're publicly known to be good at this skill, and you succeed at it even under pressure and in tough situations.
  • Rank 4 - Master: No one doubts your skill and expertise. You are respected by your brethren in this skill and held as an example to others. People gladly work with you and under you, and you know you can drive a hard bargain for your services or aid. You are bored by the day to day use of this skill and always look for new things to challenge you.
  • Rank 5 - Legendary: You are a legend across the Empire for your abilities in this skill. Everywhere you go people tell tales of you and your accomplishments. You are one of the very best and your peers are few and far between. Your name and your deeds will be forever tied to this skill.
  •  
The numerical use of skills is explained in detail in a latter section, but for those that are concerned about their characters actions being limited, remember the following: a character receives a bonus to skill rolls made for a Rank 0 skill IF they have at least two Ranks in a clearly connected or similar skill, equal to half the related skill rounded down. For example: a man good at public speaking but unskilled at epic poetry can apply at least some of the same concepts, and surely has at least peripheral experience being around literature. A professional furniture maker probably has never repaired a wagon wheel before but he knows about working with wood and putting things together. He's definitely still Rank 0 in Repair, but it helps.

The following is a list of 62 example skills to pick from. These are NOT the only skills in the game, and if you wish your character to have something not listed here, just run it by the Gamemaster for approval and carry on. For those with an * you pick a specific focus when taking that skill, such as "Harp Playing" or "Armour Maintenance/Repair".
  • Acrobatics
  • Animal Husbandry
  • Artillery
  • Axes
  • Blacksmithing
  • Bows
  • Brawling
  • Brewing
  • Carpentry
  • Cart/Wagon Driving
  • Cartography
  • Climbing
  • Construction
  • Cooking
  • Dancing
  • Dicing
  • Dog Handling
  • Dollmaking
  • Engineering
  • Farming
  • First Aid
  • Fishing
  • Gardening
  • Glass-making
  • Herbalism
  • Herding
  • Hiding
  • Horse-riding
  • Instrument Playing*
  • Knives
  • Leatherworking
  • Maintenance/Repair*
  • Midwifery
  • Mining
  • Moving Stealthily
  • Navigation
  • Observation
  • Painting
  • Pickpocket
  • Poetry
  • Preaching
  • Recordkeeping
  • Rhetoric
  • Ropework
  • Rowing
  • Sculpting
  • Sewing
  • Singing
  • Sleight of Hand
  • Spears
  • Surgery
  • Swimming
  • Swords
  • Teaching
  • Thrown Weapons
  • Tracking
  • Trapping
  • Washing
  • Whistling
  • Woodcarving
  • Wrestling
  • Writing



























Step Four:  Possessions
  
In Guts, Grit, and Glory it is assumed that characters own more than they literally carry around with them all the time. Some characters own more than others of course but most have homes, filled with everything from animals to artwork to cloths to food to keepsakes to whatever. People have valuables stored away in vaults, or hidden on their land, or just kept in a jar by the bed. The point is you typically own a lot of things, far too many to literally list down every single item. Fortunately in Guts, Grit, & Glory you only need keep specific, detailed track of what you happen to have on you during times you are away from home, and even then not every single thing.
During character creation, as you don't yet know where, when, etc, the Saga starts, you don't need to draw up a specific inventory. Just take a piece of paper and write down a general list of stuff, both vague and unique, that your character has access to and may use. Let the Gamemaster look over this list for approval, and that's enough for right now. Before the first encounter of the first game session, the Gamemaster will set the scene, and everyone will take a quick moment to work out, as a group and with the Gamemaster, what they happen to have on them at the time, as realistic for the opening scenario.
  
Inventory and Possessions are discussed in more elaborate detail in a later section.
 
Step Five *Optional*: Aspects.
  
Aspects are short one sentence blurbs about your character that speaks to an essential part of who they are and their lives up until the start of gameplay. They are partially a roleplaying guide for the character but can provide tangible benefits and penalties during play. They are the most difficult to explain piece of creating a character, as well as being 100% optional. Since they are strongly recommended but not mandatory to play, they will be described in full during a later section.
Since it is possible for one player to desire using aspects with their character during play and others to not, it is recommended that everyone, especially the Gamemaster, at least glance over the Aspect section of the rules. Note that Aspects give just as much grief and trouble as they do reward and benefit, so don't worry about your character being underpowered or less important during gameplay if you choose not to use them.
  
Step Six: Basic Information
  
Some of these things have no significant effect on gameplay, but players should take a moment and write down on their character sheet basic information about their characters, including but not limited to things such as:

Age, Gender, Height, Weight, Hair/Eye Color, Ethnicity, Distinguishing Features such as scars or tattoos, Family such as spouses, brothers, children, etc, the location of their home, and "other things of a similar nature that may not come up often but are good to have written down and figured out before you start playing."

--|--   There you have it. Making a character, more or less. A few things are doubtlessly going to be confusing or hard to understand at this moment, but rest assured those things will all be clarified, elaborated on, and discussed in upcoming posts and segments. Please also remember that this ENTIRE game is a work in progress, and thus it is all subject to modification at any point in the future. I would love to hear any questions you may have, just leave a comment. Trust me I gladly read them all and would be happy to answer queries and listen to advice/ideas. More posts coming soon!   --|--

Thursday, October 23, 2014

Blog Overview

This blog will contain three distinct but connected series of posts. They will be posted in a logical consecutive order within each series, but without a strict schedule or pattern between the various threads.

The first series will discuss the game rules and other mechanical aspects. Everything from character creation to combat to the actual act of physically playing the game will be discussed in detail, organized by topic of discussion and area of play.

The second series will discuss the setting of the game, detailing all subjects relevant to the time period and location, so as to provide players and game-masters with as much material to work with and resources to reference as possible. This series will include but is not limited to: maps, a lexicon, a naming guide, and numerous brief essays discussing everything from warfare to food to politics to religion is a historically accurate way, with notes on how to incorporate this information into the game in a healthy manner, without compromising the fun.

The third series will provide detailed examples of play, prefabricated scenarios and adventures, example player characters and NPCs, advice on things like handouts and props, as well as essays and musings on the style/tone of game-play this setting is designed for and how to encourage players to role-play.

This particular post will be updated often, as it will serve as a hub for the various series, which will all be linked to below, each post linking back to here as well.

Mortar & Flame

446 A.D. The Roman Empire is crumbling.

Beset on all sides by predators and scavengers, ravaged by widespread famine and disease, consumed by political unrest, incompetence, and corruption. Religious tension, a flagging economy, and roadside brigands are the daily concern of every Roman citizen. City after city is looted and burned by invaders, while the roman elite increasingly ignore the central governance and isolate themselves in semi-autonomous agricultural estates. The coins continue to be more and more debased, as the morals of the people likewise degrade. Trade struggles to meet the desperate needs of a suffering populace while ignorance and degeneration grow like a mold as education and the arts wane.

The city of Rome sacked for the first time in over 800 years.

All of Britannia lost to pagan savages.

Atilla the Hun rampaging in the Northeast.

The great city of Carthage stolen by the Vandals.

Assassination and depravity claiming one short-lived Emperor after another.

There is only one question that remains. Will you be the mortar that holds off the collapse of this great monument, or the flame that brings it crashing down?

Mortar & Flame is a roleplaying game set within the twilight years of the Roman Empire, focusing on the trials and tribulations of the player-characters as they struggle to defend Rome and her people, or, perhaps, participate in it's destruction. With an emphasis on storytelling, the game highlights the complex issues which arise when there is no clear cut and clean solution, facing the players with the difficult task of choosing who and what to save when you can not save everything. Combat, when it occurs, is arduous at best and easily lethal, reflecting the brutal atmosphere of the setting.

Your enemies are limitless and conflict never more than a step away, but it is not hopeless. Such a place and time as this is filled with endless opportunity for heroism and triumph. The actions of the characters, however small, have meaningful impact on the people and places around them. It will be difficult, and they will sometimes fail, but the players can indeed truly make a difference.

This campaign is not about abstract notions of saving the world and all it's faceless inhabitants from some vague evil threat. It's about people. People with names, families, fears and dreams. It's about getting up day after day and doing whatever it takes to make the lives of those people a little bit better. And perhaps, restoring some of the honor and glory of Rome.