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Ethos Magazine 02, Podreczniki RPG, Ethos Magazine[ Pobierz całość w formacie PDF ]Issue 2, March 2003 INSIDE Bring Life to Your NPCs! Explore the Ubar Valley! Get Roleplaying Tips! ALSO Celtos: Using Celtic Myths and Legends in Your Game Product Reviews Short Fictions Resources for Players & DMs, Including: 3 New Prestige Classes www.ethos.curvedspaces.com Ethos Magazine: Issue 2, March 2003 CONTENTS Monthly Columns Editorial 2 News 2 CREDITS Storycraft, Part 2: NPC Necessities 3 Editor The Sojourner’s Diary: The Ubar River Valley 6 James Henley Product Reviews 8 Staff Editors Clayton Bunce Celtos: Character Races in a Celtic Setting 9 Daniel Crocker Chris Perkins Features Advanced Roleplay, Part 2: Character Interaction 15 Staff Writers Ryan Boell The Life of a Bard 17 Dominique Crouzet Bruce Gulke A Dragon’s Protection: Prelude 20 Chris Morris Dimitrii Pavlov Resources Illustrators John Bingham The Dark Clown Circus 21 Herman Lau John O’Connor Open Game License Cover Illustration Open Game License, Version 1.0a 29 “A Dragon’s Protection” by John O’Connor Submissions Copyright Information ‘d20 System’ and the d20 System logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. Some of this magazine, where marked, is Open Game Content under the Open Game License version 1.0a. All text and art not marked as Open Game Content remain Copyright © 2003 of the original author or artist, and is used with permission by Ethos Magazine. You are free to use this material for personal use, but commercial distribution of the materials is prohibited without the express permission of the copyright holder. Ethos Magazine will accept submissions from anyone as long as they follow the appropriate guidelines at: www.ethos.0catch.com/submissions.htm Email your submissions to: ethosmagazine@hotmail.com www.ethos.curvedspaces.com 1 Ethos Magazine: Issue 2, March 2003 EDITORIAL H i, Welcome to the second issue of Ethos Magazine. This issue is full of articles and resources, and will hopefully be just as good as Issue One. Thanks, once again, to everyone who helped to make this issue, and to Steven, Morgan (TempesT) and Jeff at The d20 Magazine Rack for their help. Also, thanks to our new staff members: Bruce Gulke and Chris Perkins, our new layout artist. If you’ve come from The Magazine Rack then you might not know about the existence of Ethos ’ own website at: www.ethos.curvedspaces.com . At the website you can find details on our staff, as well as contact information and access to our mailing list, so you can be informed when the next issue of Ethos is available by email. On the other hand, if you haven’t visited our pages at d20 zines , please do. You can download all of our previous issues from there and visit our forum. In this issue are the second installments of StoryCraft and The Sojourner’s Diary, both packed with information to help with your roleplaying. Also, we have the second part of Advanced Roleplay, by yours truly, and The Life of a Bard, a piece of work looking into the life of a typical bard in D&D and at the tools of the bard’s trade. This issue also presents a prelude for a series of short stories, collectively entitled A Dragon’s Protection, which will be featured in future issues of Ethos. For more information see the news section of the magazine. If you enjoy reading Ethos, then please join our forums at ethos.proboards2.com , and tell us. The forums are also a good place to socialise with Ethos staff, and keep in touch with the latest news. That’s all for this issue - see you next month, James Wales, UK. James Henley, Editor. NEWS Ethos, Issue 3 Issue 3 of Ethos Magazine will be a special, themed issue. The magazine will present an entire new Dungeons & Dragons campaign setting, based around the city of Crookhaven. Most of the details of this setting will appear in the magazine, including stats for important and influential figures, maps of the most important places in the city, and ideas for adventure hooks in the city, as well as a small adventure written by James Henley. In July of this year, the Ethos Magazine Press will also release a free PDF sourcebook containing fuller details of Crookhaven and go into more detail about the area around the city. For more details and previews of Crockhaven, the Corrupt City, visit the Ethos website at: www.ethos.curvedspaces.com and The d20 Magazine Rack at: www.d20zines.com COMING SOON! Green Ronin Publishing Pocket Magica – February 2003 M&M GM Screen – February 2003 Avatar's Handbook – February 2003 Freedom City – February 2003 Bastards & Bloodlines – March 2003 For more details visit www.greenronin.com Malhavoc Press Arcana Unearthed DM’s Screen & Player’s Guide- August 2003 Arcana Unearthed Malhavoc Handbook I- August 2003 The Diamond Throne Malhavoc Handbook II – August 2003 Cry Havoc Event Book – July 2003 Anger of Angels Sourcebook – July 2003 When the Sky Falls Event Book – April 2003 For mores details visit Mongoose Publishing The Quintessential Barbarian – March 2003 Encyclopaedia Arcane: Dragon Magic: Power Incarnate - March 2003 The Tribe of Shadows - March 2003 Armageddon 2089 Total War RPG: War Machines of 2089 - March 2003 The Quintessential Bard - April 2003 Encyclopaedia Arcane: Divination, The All-Seeing Eye - April 2003 The Slayer's Guide to Kobolds - April 2003 The Ultimate Game Designer's Companion - April 2003 The Rookie's Guide to the Undercity - April 2003 Earth 2089 - April 2003 The Quintessential Gnome - May 2003 The Slayer's Guide to Derro - May 2003 Power Classes III: Arcanist, Cabalist, Fool, Pirate - May 2003 Encyclopaedia Arcane: Conjuration, By Bell, Book and Candle - May 2003 Behind Enemy Lines - May 2003 The-Game-That-Cannot-Be-Mentioned - May 2003 The Fiery Trial - May 2003 For more details visit 2 Ethos Magazine: Issue 2, March 2003 by Ryan Boell W elcome to the second installment of Story Craft, NPC Necessities. We will look at how to define, remake and create Non Player Characters. While the DMG contains rules for NPCs, it leaves many important items out. NPCs can be anyone, from diabolical villains to the Player Characters' best friends. In terms of creating a memorable NPC, the DMG states, “An NPC with a hacking cough and strong opinions about the king is always more interesting than Kiale, the 2nd level commoner. Remember, NPCs aren’t just game statistics, they are individuals with personalities, quirks and opinions.” DMG pg 149. While this is correct, it fails to go into enough detail, and that's what this article is about. begin defining them, and even more that should probably be avoided. In an ongoing story where a new character must be introduced because of a development in the plot, it is usually easiest to take the requisites and then build the NPC into them. For example, if your PCs decide that they are going to travel into the frozen northern lands, they will probably need a guide. In this case a local or, possibly, pro fessional traveler will be say that Aristocrats and Experts will not exist there - everyone has to struggle to support themselves and they do not possess the level of technology required to maintain expert knowledge of anything. By knowing this and answering some of the questions I've posed so far, it is easy to piece together an idea of what the NPC will be like; we have created its concept. Statistics / Attributes It is often said that you should not create an NPC around randomly rolled Attributes; this is wrong. Role- playing games are a unique media in that, if you run out of ideas, you can always randomly generate statistics and use them as inspiration when creating characters. Once you have statistics created for the character, you can judge and describe it, filling in details and building a foundation for its personality. Alternately, if you do not have statistics, you can analyze the existing concept or description of the NPC, “You smell musk, a body clad in strips of leather scrapes against your armor as it passes you in the marketplace. You look back and see the bulky silhouette of a man carrying an awkward package disappear behind the pavilion.” What are the attributes of this Non Player Character? In this example, a Guild courier from one of my players' Thieves Guilds has been making minor cameo appearances in my plots over the course of the last five games. Finally, I have found a larger part for him to play in a battle between a Fallen Paladin and a PC Monk's school of martial arts. In preparation, I want to have the statistics for all of the NPCs, as well as a compiled collection of notes so that I will be able to glance at the sheets and know every detail. Thus, I will not have to dig through my campaign source, dragging out combat and dialogue. In the past, the courier had The Role of NPCs My definition of an NPC is someone who is a plot hook, a backdrop, a friend, relative, enemy and a nuisance. They are a love interest, a member of another adventuring party or a crotchety innkeeper. They do not exist solely in terms of statistics on a character sheet; they are as real as PCs. They can cause the world to rise and fall with a single spell, and countries to collapse into an economic depression with one word. They should be thought provoking characters, as much a part of your game as the setting. NPCs are independent characters, like PCs, that help to introduce, define, and provide closure for plots. Their actions should follow their personalities and live within the confines of their character concepts, remaining consistent. Typically, an NPC fulfills several roles throughout the course of a Campaign, growing with the Player Characters and being shaped by their words and deeds. They should be both diverse and dynamic. required. Usually, I consider how the PCs will contact the NPC, whether it is through a church or via a town message board. Then, I think about what kind of person would maintain that kind of an eye on the source of the PCs’ query. Also, I want to know what the PCs have that will serve as adequate payment if they do manage to contact the NPC they are looking for. A good start from here would be to locate a class for the NPC - which one will fit in with his or her personality the best. The DMG includes the NPC classes Adept, Expert, Commoner, Aristocrat, and Warrior. And Traps and Treachery adds Thugs. In my game, there are nomadic tribes in the northern lands, which are rather barbaric and primitive. They worship the Goddess of Chaos, and have used powerful magic to create a number of subterranean towns. So, it is safe to Creating an NPC NPCs should not be developed in a vacuum. There are many places to www.ethos.curvedspaces.com 3 Ethos Magazine: Issue 2, March 2003 never given his name, nor had he spoken more than a few disjointed lines -- he is a man of action because he has no education and nothing to say. When assigning stats, you should remember that some are important to certain classes than others (such as Strength for warriors, Intelligence for wizards, etc). But what's fun about Third Edition Dungeons and Dragons is that you can make an intellectually inferior wizard, or a weak fighter, and so forth, if you so desire. You are only limited by your imagination. Before I walk through making an NPC, let’s talk about Quickstatting. If you are a DM and you use the point system, feel free to skip this section. few ranks in cooking. But that gets old. What about the innkeeper who has all that and has a rank in sewing? It may never come into play but it's something that’s unique about him; give the NPCs stats they would have but also throw in a skill they wouldn’t regularly have. A farmer might have craft - whittling. It my not be necessary, or appear in every story, but it fleshes his personality out, and could prove to be an important plot point in future stories. When it comes to Feats and Spells, things get hairy, so I won't touch on it too much. Feats are meant to be selected to help the individual out with his everyday life, and Spells only come in for Adepts, Clerics, Wizards, Sorcerers and the like. The NPCs spell selection and treasure should be unique. Hey Angel! I have a daughter of a king and I just don’t know what to do with her. All I know is that she is annoyed with all the pomp and circumstance around her, she wants to be married because it seems the only way to leave her life in the castle, aside from running away which is not something she will even consider. Thanks a lot buddy! Kesh In detailing this character, the NPC wants to be married, but if she were pretty, this probably would have already happened. Therefore, I will give her an 11 Charisma. She has a smile that appears to be kind of bucktoothed and wide. She will have Disguise to walk among the commoners to escape her everyday life, Perform - Ballroom dancing, Knowledge - Heraldry, Knowledge - Weddings and as a quirk, besides the smile, she’s always depressed. The king holds monthly contests to cheer his daughter up, where the winner will get her hand in marriage. However, no one has been successful yet because she knows when she opens her mouth, the contestants will see her teeth and run -- sad thing huh? I hope that helps you, Kesh! Quickstatting Quickstatting is used to determine your NPCs Attributes. The NPCs Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma begin at 8. Roll 6d6 and add the results together -- if you roll a 1, you may wish to roll that die again; I find that this works best for my own game, which has a somewhat heroic theme. Finally, you should divide and assign the points to the Attributes in a way that represents the NPCs concept. Quirks and Flaws / Appearance Along with quirks and flaws, appearance is very important. It helps set the mood and gives the PCs ideas of what they see. With regards to the physical description, NPCs should also have clothing and equipment that is visible to the PCs and illustrates exactly who and what that character is. Example: I rolled 6, 1, 3, 5, 5, and 6. I re-rolled the 1 and got a 3, which is 28 points total. The character I am working on now is a Thief. Because I have good stats, I'll place an 18 in Dexterity and Constitution, leaving me with 8 points. I will assign 4 for Strength and again for Charisma, putting the Attributes at 14. This provides no bonuses, only penalties, for Wisdom and Intelligence, but the bonuses in the other Attributes will compensate. It's easy to do stuff like that—and see? A plot hook to boot! What happens if one of the PCs tries to cheer her up and succeeds? Will there be a wedding in the future? Angel’s Iconics What follows are two unique NPCs that you can insert into your game anywhere that they might be appropriate and they are adaptable for any game. Sun elves however have a +2 Int, and a -2 Con and can be found in the Forgotten Realms Campaign Source Book. These are straight out of the Player’s Handbook. I only presented two due to the space restrictions in Asgard Magazine, where the original version of this article was published. If you all write in, I will be happy to publish two more next issue! For example, you could use the colors of hats that various Non Player Characters wear or incorporate into their appearance (such as dyed hair, jewelry, etc.) in order to tie them together and carry off an underlying theme or motif. Additionally, every NPC should have a noteworthy flaw or a quirk -- something that makes them memorable -- which could be as simple as a catch-phrase or a specific word that is repeated whenever they are encountered. Sometimes they are hard to come up with. Recently, my friend Kesh emailed me a request for quirks and flaws for this character concept: Skills / Feats / Spells Skills are essential to NPCs. How else do you know what they can and can't do? An innkeeper will have profession - innkeeper and maybe a www.ethos.curvedspaces.com 4 [ Pobierz całość w formacie PDF ] |
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