Saturday, August 26, 2023

Copying Books In-Game

A Facebook discussion inspired this post.  As such, it is not play-tested, but looks to be entertaining.

Sometimes, a PC wants to make a copy of a discovered or purchased book, and instead of hiring an expert, they want to copy the book themselves.  Which is fine, albeit not what I consider adventurous.  

Those of us that have copied lots of pages by hand can tell you, it is a tedious task, at best - the anathema of adventure, really.  DnDish styled games set in a pseudo-Medieval European setting would only have a more difficult time, as this article about Medieval Manuscripts (complete with a video) shows.  Go watch that video!

Still, while copying a text could be folded under Downtime Activities, abstractly trading gold and time for a perfect copy, it may be more fun and gamelike to create a table to determine just how accurate the new copy is. I say may, but truly believe it is.


Note that according to Wikipedia (I know...)

Scribes were only able to work in daylight, due to the expense of candles and rather poor lighting they provided, monastic scribes were still able to produce three to four pages of work per day.  The average scribe could copy two books per year. They were expected to make at least one mistake per page.

Emphasis is mine.  Mistakes are expected and the whole process is slow in the best of conditions.  

(Story time - in the Army, I was on operations staff, and several of us were in tasked to make multiple copies - by hand - of map overlays.  Due to the amount needed, bad handwriting and tools, and time crunch, no two overlays were exactly the same and the latter ones included names not in the actual orders, as hurried T's became C's and worse.  Anecdotal, but it happens.)

Involving magic sounds like a plan, but my casual search reveals that the only spells involving copying are for copying spells into spellbooks, not pages of mundane information.  Interesting.  

Time for an enterprising wizard to develop a spell (leading to magic items) that can scribe quickly and efficiently.  Because burning a wish seems a bit ... much.  

That said, such items can probably be found in a GURPS or Ars Magica supplement.  Or perhaps in an indie game - GLOG, maybe.  Any readers wanna point me in the right direction?

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Anyhow, roll percentile dice and apply bonuses and maluses based on the below chart.  The final number is how accurate the new copy is.  If you have chart additions, let me know in the comments.


Mistakes can range from terrible grammar and vocabulary all the way to entirely different outcomes, depending on how bad the mistakes are.  Copying a book of True Names and getting some wrong will get someone killed, or worse.

So have fun with the results of the bad copy.

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In the name of research, I looked at how Ars Magica and Call of Cthulhu handles copying books.  I chose these games, because books are part of gameplay in both systems.

Ars Magica - For those familiar with its rules, AM has some in-depth rules on writing books.  In addition, its Covenants book provides even more rules for book-crafting, as well as implied magical items, called resonances, for use when scribing books: inkwells, quills, inks, and such.  These resonances might count as masterwork items in the above table, or as pertinent magic items - its a player-GM discussion.

As found on page 87 of Covenants

As an aside, if you're planning to run a game based around a mages' guild or college or the like, pick up a copy of Covenants, even if you have no intention of using Ars Magica as your ruleset.  It is that inspirational; the base Ars Magica 5e - and lots of the sourcebooks, regardless of edition - are as well.

Call of Cthulhu doesn't seem to have any hard and fast rules about writing books.  Reading them, yes - based on languages known and loss of sanity.  Nothing about writing or copying them, though.




Sunday, August 20, 2023

Spending Gold the Fun Way

Most DnDish games end the same: PCs have more money than they know what to do with.  

Even in games that don't use 1gp = 1xp, the PCs don't know what to spend things on, and DMs don't know what to offer up as options.  

Yes, in some campaigns, magic items can be purchased, but not all DMs provide that option.  

I know this because I spend too much time on Facebook, and this 'what to buy' issue pops up every week or two, so now I will have a solid answer that only requires a link, instead of lots of typing.

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I don't much consider which rulesets these various posts are aimed at, because it all works out the same - fun ways for players to make their PCs go broke. Note that some of these demand DMs that are willing to let PC actions affect the gameworld that the DM has constructed. 

Medieval Melodies addresses The Gold Problem in 5e. Flute's Loot goes in-depth, citing rules in published 5e books (mostly PHB and DMG) to support his recommendations.

World Builders Blog provides lists of items with prices attached.

Everyone's favorite cartographer has a list on his blog of items that have been purchased in his games.

RPG Stack Exchange has a great discussion on options for your gold.

The granddaddy of all carousing tables at Jeff's Gameblog converts gp into xp, and sometimes trouble.

Goblin Punch provides Bardic Services, which include letting the players design the next dungeon they explore.

Coins and Scrolls talks about Building Castles through stripping cleared dungeons of dressed stone - both of which are expensive enterprises.

Papers and Pencils goes in depth on Investments, Citadels, and Domains, all of which provide more interesting options than just buying another +1 sword.

The Things We Do for XP has a four-part series of posts addressing spending: Existing Options, Positions in Society, Places to Live, and Places to Increase Spellcasting.  The beauty of these posts are that they include links to related topics on others' blogs, providing a DM with more ideas.

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This is a sampling of what is out there, and I haven't even dipped into the growing resources on YouTube.

If after all this, there is still too much gold in your games, I don't know what to tell you, besides Good Luck!

Thursday, August 17, 2023

Green Dawn Mall

On a whim and solid sales pitch, I bought Green Dawn Mall from Indie Press Revolution.

 


Reading through the thin tome (88 pages of text and some interior character sheets), I am fascinated by how it captures all the strangeness of S.L. Grey's The Mall, the Backrooms, and SCP-3008 and jams it together in a playable format.

I'm even more excited that I may actually get to play Green Dawn Mall, as I have a teen at home with a gaming persuasion, and several friends of the same persuasion.

This isn't a play-test review, as that will hopefully come later, but a quick overview of what promises to be a fun series of one-shot games.

PCs are modern-day teens trapped in an everlasting '80s shopping mall, the titular Green Dawn Mall.  The various stores play into this, going so far as to state that The Magic Eye Store (pg 47) is the only place that 'PCs can hope to get a signal on their cell phones.  They cannot call out, but who knows 'what temporal anomalies can happen there...'

These PCs are there to find a lost Friend, who disappeared looking for something 'special.'

From there, random tables are used to determine stores, oddities of them, and then - perhaps - escape.

It gives off Gardens of Ynn and Stygian Library vibes, with the way they randomly determine what area is encountered next.  A depth-crawl, I think its called.

All-in-all, the potential for fun is a hoot. 

It ain't all that much, so if you've the funds, give it a buy.





Sunday, August 13, 2023

Balefire, Sentient Sword

I have many, far too many, unfinished posts.  Here is one of them - if it ends up in your game, let me know!

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Most DnDish campaigns make use of magical items, so here is one you're welcome to use in your campaign.

Balefire is a ancient blade that has appeared time and again throughout history, always in the hands of a tyrannical warlord leading an army of the damned.  Eventually, champions arise who put the tyrant down and the threat is gone until the next would-be emperor arises.

This is because the spirit bound to Balefire is an ancient lich-king who failed in making the sword its phylactery, instead making it his eternal prison.  When not in active use, it waits patiently for the next fool to take hold of it, and then Balefire's reign of terror begins anew.

Balefire is sentient bastard sword that does not normally speak aloud - it is perfectly capable of speech, but prefers to use telepathy with its wielder and appear in dreams in whatever form the lich inside thinks will work best to persuade the wielder to continue the cyclical rampage that the sword causes.

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sword by GrimAngel on DeviantArt


Mechanically, Balefire is a flaming bastard sword, whose flames burn an ugly green and purple.  In addition to fire damage on the initial strike, the flames continue to burn the target, dealing a bit of fire damage, but more importantly, the fire burns the essence of the target, dealing temporary Constitution and Charisma damage.  Balefire is very much Lawful Evil, to the point where nonaligned - especially Chaotic Good - sorts experience these flames just by drawing the sword from its scabbard.

Sentient beings slain by Balefire rise under the sword's - NOT the wielder's - control.  Often, blade and wielder goals align, so it amounts to the same thing, especially if the wielder is chasing dreams of empire.  

Dreams implanted and reinforced by the spirit within Balefire, itself.

On occasion, the spirit within enjoys the irony of being trapped in a bastard sword.

The lich inhabiting Balefire has a full complement of spells - the wielder cannot cast these spells, but can bargain for help.  At times, Balefire casts spells of its own accord, for its own inscrutable reasons.

In addition to its offensive capabilities, Balefire heals after a fashion - with every sentient being slain with Balefire, the wielder gains half its hit points back or has a disease or condition cured.  This healing has the side effect of granting virtual immortality to its wielder.  As such, the best way to kill the wielder involves disarming the wielder and keeping the blade out of anyone else's hands - a challenge when undead under the sword's command are actively trying to rearm the wielder. 

Still, heroes arise and the sword disappears from history for a century or two.  

True heroes would destroy the blade, but to date, no one has learned how.

Perhaps your PCs will be the ones to do so.