Jan 292015
 

In this session on creating character Matt talks about the BIG 3, or if you prefer the influences that help your character make decisions.

 

I’ve been having a lot of fun with this and I hope you have been too.

Jan 252015
 

The Role of Character Part 3

Last week I wrote about the importance of your ability scores, and the week before the introduction on the Role of Character. This week we are going to take a look at races and apply what I feel are some nuances that are often overlooked. Plus I hope to add some ideas that help you look at an approach to a race differently, without changing your concept of what that race is.

Below I’ll kind of define the different races; Dwarf, Elf, Gnome, and Halfling. My descriptions are going to be based off of Dungeons and Dragons (3.5 and 5th) and Pathfinder. Since most of us are human I decided there isn’t much of a need to cover that race.

I should note that everything I deduce in this article is pure speculation. Many of these ideas are simple and can easily be expanded upon to fit your needs. If you’re wanting to take a more intellectual approach than this I’m sure there are journals that include studies that touch upon some or all of the concepts I’m about to list.

Dwarves are seen as short and stout humanoids that lack humor, even though in game terms they’re taller than many  races  in the fantasy setting. This often makes them seem darker or more serious than they might be. Being warriors and miners who are renowned for working with stones and metals they have a reputation that precedes them. They are also considered courageous and enduring.

Dwarves are often seen as a stubborn people. They hold grudges that can outlast any human’s life time. It takes a long time to earn a dwarf’s trust. This is due to the fact that they live a life that can span 250 years or more. Dwarves have proven to be very loyal to their friends and clansmen. However, if you cross a dwarf you’re most likely crossing all of his friends and clansmen. It is possible that by angering a dwarf you make some enemies that will feud with you for decades.

The dwarvish culture is cemented in traditions that don’t fade away. They are much like the finished stone they produce – slow to fade away and slow to change. They are rooted in tradition that is the very foundation of what they believe to be true.

When playing a Dwarf I like to look at the environment they came from because it seems like the easiest place to start. I have tried in the past to apply their physical characteristics, but I have found it’s not as applicable as their background.

Dwarves live in underground cities, mines and other such dwellings. But what does it mean? The first thing that comes to my mind is where they live – underground. Mines are dark and cold. Now it’s true that dwarves have darkvision, but even with such a blessing I would beg the question that darkness takes a toll. In our literature darkness is almost always depicted as evil or an omen of death. Dwarves choose to live in this and it shapes them. They rely on each other for strength. They use the teamwork of a clan or clans to overcome the darkness of the mine. Further they are not part of the darkness – they have the ability to see in the night – yet often they light torches or cast spells to bring light into the darkness. You can say there are a lot of reasons for this, but light being the opposite of darkness is a great plot point for a character. Dwarves, in my opinion, might just struggle with good and evil more than any other race.

Let’s return to the mine concept; they are often enclosed spaces with very little extra room. Not to mention the fact that they are cold and damp. I suppose there are some conditions that can change that like being the belly of a volcano. But what does this do to the mind of a dwarf? Does it change the way they think? I believe it does. For example if you lived in a mine how would it affect your sense of smell? You would be used to the scent of musty things, so how would you react to flowers on a grassy knoll? Can it be important? Only if you make it important to your character. Further the effect of living in a confined area most likely strengthens the concepts of working together and being part of a clan.

Being a part of the clan starts at a young age and to some degree is probably very public. It’s not like being born in the wilderness where it’s easier to disappear. In confined spaces that are carved out by your bare hands I think it would be much more difficult to disappear. But that is a good thing for the dwarf; it helps explain why they are slow to trust others. If you lived in a society where growing and maturing was pretty open and extended family was more than just your grandparents, you would have a different kind of camaraderie. That environment promotes a much deeper understanding of who everyone is, plus if you add the long life span, it’s no wonder they’re slow to trust. I actually kind of look at a clan of dwarves as a tight military unit trained to work together at all costs.

But on the flip side of things what would a dwarf be like that had to leave the clan at a young age? Would they find it easier to trust others? What if a dwarf didn’t have darkvision? What would that dwarf be like? More importantly would it be fun to play?

Elves are perceived to be a magical people that love nature and art. To back this their homes are often found in places of majestic beauty. They find the time to “perfect things”. For an elf it is common to take the time and do it right, especially when it comes to arts and crafts.

Being a race that lives a very long life, they too are often slow to make friends. A result of their lifespan is a much broader living experience that makes elves seem wiser and at times even arrogant to other races. This wisdom grants them a different view on the world that should reflect in everything right down to alignment (more on this concept in a little bit). Elves are often viewed as being very formal in their language and mannerisms. Which also makes them seem like they hold themselves higher than the younger races.

Physically elves are slender creatures that are well groomed all the time. Beauty is very important to them especially in their appearance.

Elves are probably the toughest for me to come up with super concepts for because physically and socially they are more like humans than the other races. They live in societies not unlike those of our history and they have a physique that’s close enough to our own that it’s not a large concern. So I tend to look at the things that truly separate them from us; age, wisdom, and love for nature and art.

I tend to combine wisdom and age, but I’d like to say that I believe they have a different approach to teaching so a twenty year old elf would be much wiser than a twenty year old human. Further their years of study have added so many more layers to the understanding that they can apply to a knowledge well beyond what you or I could possibly understand. For example an elf that is of a lawful good alignment will hold their virtues with a clearer resolution than the other races. When it comes to things like right and wrong there are no gray areas – only black and white. It makes perfect sense to me that when it comes to such matters their maturity as a species would have perfected them. Which means when playing an elven anything you can take any views your character would normally have and elevate them. What I’m trying to say is that elves live life with a greater understanding and richness that should be reflected in their personality, whether they be good or evil.

Moving on to the love of nature. As a whole I now tend to look at every elf as a druid, without class abilities. With that said, would an elvish druid be any different than a druid of another race? I think so, but again the problem comes in elevating the philosophy of the druid. Maybe the elvish druid would have more of a nurturing soul.

I like to think that elves live like a Buddhist monk seeking enlightenment with one major difference though. The elves have no need to waste time seeking enlightenment because they have achieved it. They can spend their days applying it.

Gnomes are crazy creatures that are often struggling to fit everything they need to accomplish into a day. They never feel like they complete enough even though their energy is as bustling as a New York city street. This same enthusiasm gives them the outlook that life is wonderful; which is the outlook I would expect from halflings.

Our literature depicts them as small tinkerers and artificers that build and create items of incredible machination. They seem to be the forerunners of science and are most likely to bring change.

Physically they are small, only about two to three feet in height. They are what we would call vertically challenged. Like elves they tend to be lean.

When it comes to playing a gnome the first thing that comes to mind is their height, but it’s so easy to forget. I find it a struggle as a player and a GM to remember that there is a tiny individual among us. It’s not like I’m that short and therefore I don’t actively think about it. It takes a lot of practice for me to remember that I should apply details like that sometimes. Here is a good example of what I’m trying to say.

You’re playing a gnome and you and your party walk into a room. The GM starts rambling a description of the room and its contents, among the list is something that you are interested in. Without thinking you say you’ll grab it, and the GM says OK. What you neglected to realize is that the item is on the top shelf of a bookcase.

Is it a problem? In most situations it’s not. I find that most players would allow for your character not to forget you’re short. But it’s so much more fun if you remember. I mean when was the last time you had to climb up something to sit down? Gnomes have to do that every day in the outside world.

Of course the height factor can be applied in at least two ways. First being small can be a very fun advantage. You can dodge in and out of small places with a rope – like between someone’s legs. The other advantage to being short is inviting tall folk into your humble abode.

The other aspects I mentioned in playing a gnome are simple enough to apply that I don’t feel a need to go into further detail.

Halflings are about as far from the adventuring type that anyone can be. They are often visualized as simple basic people that cherish friends and family. They are the one race that is often portrayed as being hospitable. In their demeanor they are described as being kind and courteous people that will gladly put the needs of others before their own. When it comes to the luxuries of life, as a whole, these kind folk will settle for the simple comforts of life.

Physically halflings are about half the height of a human and are stockier than gnomes.

Halflings are a little bit of a conundrum to me, these little guys are like the butlers of the gaming world. With that being said it is rather difficult to work that into combat and be polite about it. It’s very fun though. It’s much easier to work it into things like seeing that other characters enter a room before you – it’s a courtesy. I’ve always found it humorous when my halfling passes on treasure in favor of the blanket that reminds him of home. It’s not like our fantasy literature presents these little guys this way. So many halflings are seen as rogues, perhaps too many when you look at the description I’ve assembled from rule books. Isn’t it odd that they are thieves? Maybe, the nice thief is often a great con man.

We have covered a lot of ground today. I hope that I have helped you look into the mindsets of the above races. It has revealed some ideas that I believe I have overlooked before. Next week we will talk about the half races, well more about what it can mean to be the unaccepted. I hope you liked this. If you have any questions or comments please leave them.

Flip Through Undead Unleashed

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Jan 232015
 

In this Flip Through Matt takes a stroll through some of the most Terrifying haunts in Golaria.  Undead unleashed is a series of what I’ll call one shot adventures that focus on haunts found throughout the Inner Sea.

 

 

I’m very pleased with the creativity found in this book.  Not only can it be a great tool for the GM who is in need of a quick adventure it’s a great source of inspiration.

Matt Speaks RPG 7 The Role of Character 6 Temperament

 Articles about better playing, Featured, Pathfinder, Rifts, RPG's, Savage Worlds  Comments Off on Matt Speaks RPG 7 The Role of Character 6 Temperament
Jan 222015
 

In this episode Matt talks about he temperament of your character.   If you are interested in the personality test talked about here is the link.  Also, the book Matt keeps referencing is Plot Versus Character by Jeff Gerke

I’ll admit this approach is a little bit of work when you first get started, but it’s well worth the reward.

Jan 152015
 

In this episode of Matt Speaks RPG I continue down the yellow brick road of character creation as we discuss alignment.  I present the two common mind frames of alignment while sharing with you some of my personal experiences.

 

 

Next week we will move into defining your characters personality  that is if you don’t want to move through all of the traditional alignments.

 

I will get the written articles up before next week or I won’t post the next video.

Flip Through Advanced Class Origins

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Jan 152015
 

In this Flip Through Matt takes a look at the Advanced Class Origins book for Pathfinder.  Inside you will find new spells, feats, magic items, and archetypes.  I find this companion to have more than enough power to help sustain the new hybrid classes in Pathfinder.

 

 

If you enjoyed the Advanced Class Guide you’ll enjoy this book.

Matt Speaks RPG 5 The Role of Character 4 Bastard Races

 D&D, Featured, Pathfinder, Rifts  Comments Off on Matt Speaks RPG 5 The Role of Character 4 Bastard Races
Jan 092015
 

In this episode Matt speaks on the topic of “bastards”.   In role-playing  this isn’t necessarily a bad thing.   It doesn’t mean you’re an illegitimate child or a bad person, instead it means you ae an individual who doesn’t fit in because of race or some other factor.  T his conversation includes half elves, half orcs, and everything els (those weird races that can be awkward to play).

I had a lot of fun with this.   I have totally put a new spin on creating characters that are just odd.  I hope it does the same for you.

GAMERS UNITE! OPEN CALL FOR VOICES AND SOUNDS TO BE INCLUDED IN SYRINSCAPE’S PEASANTS REVOLT SOUNDSET

 Pathfinder  Comments Off on GAMERS UNITE! OPEN CALL FOR VOICES AND SOUNDS TO BE INCLUDED IN SYRINSCAPE’S PEASANTS REVOLT SOUNDSET
Jan 072015
 

FOR IMMEDIATE RELEASE
GAMERS UNITE! OPEN CALL FOR VOICES AND SOUNDS TO BE INCLUDED IN SYRINSCAPE’S PEASANTS REVOLT SOUNDSET

Dicestormers co-Host and Syrinscape Creator Benjamin Loomes Calls on Game Fans Worldwide to Contribute Sounds for Gaming App
SYDNEY, AUSTRALIA (January 5, 2015) – Syrinscape, developer of the app that creates custom, movie-like soundscapes, effects, and music for the tabletop gaming experience, today opens the worldwide call for game fans to contribute their own sounds to be included in the forthcoming Peasants Revolt SoundSet.

Syrinscape developer and Dicestormers co-host Benjamin Loomes asks fans to submit their own self-recorded sounds, including wooden crashes, shattering glass, screams, yells, group chanting, and other sounds players associate with the “peasants revolt” theme. Everyone who contributes a sound will receive the final Peasants Revolt SoundSet for free, as well as a name credit on the product page.

The sounds can be recorded via smart phone, a handheld recorder, or professional studio, and submitted directly to Loomes via email, via Facebook, or a file sharing service, such as Dropbox. Additional details on how and what to submit can be found on Syrinscape.com.

In celebration of the launch of Syrinscape’s SoundSet Creator later this month, Loomes will use the revolutionary new app to build a community-sourced Peasants Revolt SoundSet from the fan-submitted sounds. The process of turning the random sounds into a rich and engaging SoundSet will be documented via a series of YouTube videos, to serve as tutorials for players wanting to create their own environments.

The SoundSet Creator is an easy to use sound toolset, which gives the user the power to create and customize fantastic sound environments to be used in their tabletop games, and is slated for a January 28, 2015 release.

Syrinscape SoundPacks and SoundSets add a new dimension to the gaming table. In addition to creating the officially licensed SoundPacks for the Pathfinder Roleplaying Game, Syrinscape creates general-purpose fantasy and sci-fi themed sounds that bring the soundtrack of gameplay to life.

The Syrinscape Fantasy and Sci-Fi Players are free to download, including two free SoundSets, and are compatible with a wide range of devices, including PC, Mac, Android Tablets, and iPads. For more information, the free download, or to subscribe, visit syrinscape.com.

About Syrinscape
Using a powerful audio engine and complex algorithms to produce ever-changing soundscapes and rich encounter-specific music, Syrinscape conjures every aural landscape imaginable, from ethereal forests and stony shorelines, to dank, vermin-filled dungeons, to the spooky depths of the underdark. Designed by accomplished composer and tabletop gamer Benjamin Loomes, along with the developers at the Interaction Consortium, Syrinscape builds on more than 6 years of prototyping and community feedback. Syrinscape is based in Australia. Syrinscape is available for a wide range of devices, including PC, Mac, Android Tablets, and iPads, and the players can be downloaded via syrinscape for free.

Matt speaks Role-playing Games 4: The Role of Character Races

 Articles about better playing, D&D, Featured, Pathfinder, Savage Worlds, Shadowrun  Comments Off on Matt speaks Role-playing Games 4: The Role of Character Races
Jan 012015
 

In this episode Matt talks about  the intricacies of race.   He  goes over what he feels is missing from playing a full character.  For example He discusses what it might be like to be a dwarf, an elf and a couple others.

 


I will have the written portion up in a day or so.   I need get my mind off of it before proofreading.

 

I apologize for the bad audio in the first posting.  I had to film it again to fix it.

Dec 122014
 

The Role of Character Part 2

Last week we introduced that concepts of ability scores and races. This week we’re going to take them a step farther. With ability scores we’re going to look at explaining the choices we make, by putting them into our background. Then we’ll take a look at stereotyping the basic races and how it can effect our characters. Plus, we’ll touch on the delicate etiquette of playing a race in a mixed party.

When it comes to stating out our characters most of us don’t give our attributes a second thought. But what if we did? Could it lead to some future line of thinking that might effect futue decision making? If we use Pathfinder and D&D as a base we Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma. If you look at your rolls and then attempt to define them is there a story that helps define your character?

If we go back to the modified rolls in part one (Str 15, Int 13, Wis 11, Dex 18, Con 15, Cha 9) and use them lets see what we can create. Let’s not forget that this character is the female orc. She is by no means a weakling but she certainly isn’t a rower lifter. I haven’t totally figured out the what made her go the route of fighter but I’m going to say she was a late bloomer. Maybe her village was raided and she forced into a warriors role. This could be an excellent explanation for why she might not be as strong as other fighters.

Her intelligence and wisdom are fairly average so I wouldn’t go into too much detail on them, but I might come back to them later if I come up with a good idea.

Her constitution is above average but not super high. It isn’t something that you need to define, but I have an idea I’d like to put into her background. Her grandmother was a sorcerer or an alchemist and as a child she fed our character an elixir that supposedly helps the ward of illness. When playing this character she might offer up the elixir to members of the party. She would definitely speak of grandmother in a particular way. I lean towards a certain amount of reverence.

Her dexterity is extremely high and I did that on purpose. As a child she had several cats that she always had to chase down and rescue. The result of following cats and kittens into trees, along ledges and onto rooftops has helped develop her sense of balance. He love for cats can be so fun in game. The GM might through some cats into the game to purposely create a red herring for her. There are so many fun things this can cause.

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 Posted by at 7:06 AM