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RPG Blog Carnival: Memorable Characters Inspired From Real Life

  • Truth is stranger than fiction.
  • I wouldn’t believe it if I hadn’t see it with my own eyes.
  • You can’t make this stuff up.

No matter how creative and imaginative we think we are nothing trumps real life. This is why so many popular TV shows feature stories that are ripped from the headlines. This is also a big reason that we’ve seen an explosion of reality TV in the past decade. People want stories inspired by or based on people and events that really happened.

For June’s RPG Blog Carnival, the Dungeon’s Master team wants you to look to reality for gaming inspiration. We’re asking you to create a memorable character (hero or villain) based on a real life person and provide guidelines for how this character might be used in an RPG. Just because we’re a 4e D&D site doesn’t mean that your memorable characters needs to fit within the confines of D&D (although we wouldn’t be opposed to that idea).

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Accepting a Suicide Mission

How often do you know the outcome of your adventure before you even begin playing? Almost never. But, what if you did know the way the adventure was going to end? More importantly, what if you knew – before you ever sat down to play – that the PCs could only achieve victory by sacrificing themselves in the process?

I’m not talking about a typical TPK. This isn’t just a really difficult encounter where the PCs, through bad luck, poor rolls and dismal tactics end up dead. I’m talking about an adventure that’s specifically designed as a no way out scenario. The PCs, and more importantly the players, know at the beginning of the campaign that they won’t be coming back.

This kind of set up makes for a very different D&D adventure. Normally the players assume (and rightly so) that their characters will survive everything that’s thrown at them. No one plays D&D and expects for their character to die. Where’s the fun in that? Well, I’m going to tell you.

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Adventure Hooks for Divine Characters (Part 2)

Last week we gave you 10 Adventure Hooks for Divine Characters. Today we add to that list by providing 10 more. As we mentioned in last week’s article, adventure hooks featuring divine characters can be a lot more complex than typical hooks.

The faith of the divine PCs will often dictate which side of the conflict presented in the adventure hooks they land on. It’s up to the DM to decide which side of the conflict will make for the most interesting encounter. Just remember that divine PCs may choose to act in the best interest of their faith even if it’s not in the best interest of their party.

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Mandatory DM Rehearsal

All performers rehearse. You’d never expect an actor to perform Shakespeare after a single reading of the script. Nor would you expect a musician to get up on stage and perform flawlessly just because you know that they can read the music that’s in front of them. If you’re trying to get the best performance from an artist then you need to ensure that they’ve had ample time to rehearse.

DMs may not be artists in the same sense or category as actors or musicians (and I’m not going to insult anyone who falls into one of those two categories by suggesting otherwise) but we can look to these disciplines and borrow their best practices. DMs certainly do their fare share of prep work when they build encounters. They choose monsters, draw maps and compose skill challenges, as well as develop the entire campaign arc. But prep isn’t the same as rehearsal.

Over the past couple of months I’ve been the DM for two different groups playing D&D Encounters. Every week I run the exact same encounter twice. None of the players or characters are the same, but everything else is identical. What I’ve found is that I’m a lot more comfortable when I run that second group and I’ve come to realize that’s it because of the familiarity I gained by running it twice. The first group provides me, as the DM, with a chance to rehearse the encounter.

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Adventure Hooks for Divine Characters (Part 1)

Adventure hooks are usually pretty simple. One or two sentences serve as inspiration, helping the DM create his next encounter or even a whole arc of the camping. However, adventure hooks designed to include divine characters have the potential to be a lot more complicated.

Right from level 1, divine characters have the support and resources of their church behind them. The PC may not be important or powerful enough within the hierarchy to request a magic item or demand an audience with the high priest, but this relationship exists. Even in circumstances where a divine character has left or been expelled from his order, he still has his faith. Should this character require aid he only needs to find others with similar beliefs and he’ll likely get it.

In most cases, PCs are in good standing with their church. They will often aid followers of the same faith and other members of the church if they need it. Likewise there is a good chance that these same people will assist the PC if the situation is reversed. This makes adventure hooks that feature divine characters a lot more complicated.

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Divine Organizations (Part One)

Divine characters provide some of the best built in role playing motivations. Much of this can be attributed to the various divine organizations that the character might be associated with. At the very least this is the local church where the character was trained or came to understand their faith.

Faiths are more than just a collection of churches. Behind the public facade the church is highly organized. There are various splinter groups or sects that exist within the faith. These groups often provide great role playing motivation, whether they are being portrayed as the heroes or the villains in your story.

Presented here are two divine organizations that you can drop easily into your game. They are campaign neutral and no mention of a particular deity is contained in the entries, allowing you as the DM to simply use them as you wish.

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Curses as Skill Challenges

One of the differences between 4e D&D and other editions is the elimination of penalties. Everything is expressed as a positive. Rather than suffer a -2 penalty to your AC when you’re prone your opponents receives a +2 bonus to attacks made against you because you’re granting combat advantage. Sure it’s the same thing, but there’s a lot to be said for keeping things positive. With all modifiers expressed as positives, it’s up to the attacker to keep track of them and add them when appropriate. This makes things a lot easier for everyone since you know that none of your defenses will ever get lower. Your AC of 15 remains an AC of 15, even if you’re prone.

By eliminating penalties and negatives from D&D, curses – especially cursed items – have disappeared from the game. We no longer have cursed items in the traditional sense because they’ve always imposed negative penalties. Where a normal magical +1 sword provides a positive modifier, a cursed weapon (or a -1 sword) imposes a -1 penalty in much the same way. But since 4e D&D doesn’t have negative modifiers this kind of item doesn’t really work in the way that it did in previous editions.

Just because the mechanics don’t easily support permanent penalties, curses and cursed items shouldn’t be eliminated from D&D. There are still a lot of good ways to introduce curses and use them in you game. However, instead of imposing a mechanical penalty like -1 to attacks made by the poor PC unfortunate enough to grasp the cursed weapon, think bigger and apply the “penalty” in a more abstract way.

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More Monster Variety – Put Undead to Rest

When the heroes finish clearing away the rubble they find the entrance to a long forgotten dungeon. As they enter, the stale musty smell clearly indicates that nothing has come in or out of this labyrinth for a very long time.

“Divine characters up front, everyone else get your radiant powers and glow stones ready. It won’t be long before we encounter our fist undead opponents.”

More often then not, when an adventure involves exploitation into a sealed environment, like a dungeon or tomb, the PCs expect to fight undead. And you know what; in almost every example of this scenario they’re right.

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Building Better Monsters Part 4: Monster Themes and Implementing Your Designs

If you’ve read this far you’ve got the goods to design a monster, so now it’s time to think of your creation as part of the bigger picture, as a denizen of a universe. You’ll need to consider how your monster relates to the world around it as well as other monsters so that you can determine how to role-play them and how they will act in combat.

There are loose themes that the most monsters will fit in if your campaign fits into any of the better-known genres. The themes for monsters are based on creature type, location and its association with other creatures.

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Building Better Monsters Part 3: Making the Monster Fit the Bill

One thing that keeps coming up is the idea that monster design should be elegant, graceful, smooth and all these other flowery and juicy sounding words. What I mean to say in more direct terms is that your monster needs to realize its design goal with as little effort from you while DMing as possible. When your monster hits the grid and it’s time to throw initiative, the party is going to immediately do its best to murder your new creation. As a result your monster is going to have very little time to make a good impression.

In music one of the mistakes young musicians make all the time is not playing expressively. They practice a piece for ages before they perform it and come to know its subtleties and complexities very well, but their audience doesn’t. In order for people to understand the piece of music on first hearing the way that the musician has come to understand it over a period of weeks, the musician has to accentuate its good qualities so that they are readily apparent.

As the DM you have the very same problem with your monster. Any trimmings that don’t further your goal for the monster should be removed. Strip the monster down to what abilities it really need because it’s only going to get a few rounds of combat to use them.

“Perfection is achieved, not when there is nothing left to add, but when there is nothing left to take away.” – Antoine de Saint-Exupéry.

So you’ve got your idea for your monster and you know what you want it to do and how you want it to function in your game. It’s time to put those plans into action. There are a lot of considerations to be made and it can be daunting to figure out where to begin. My outlook is that the best place to start is anywhere. The following considerations are not placed in any special sequence. As you read each heading remember that you can never be too creative.