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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
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