Friday, March 19, 2021

Running Kickass NPCs

One of things making my current Call of Cthulhu campaign epic is the NPC game I am bringing to it. I thought I'd share some of the best practices of running NPCs that I've picked up over the years. First, I'll introduce tips for running the important or named NPCS, the friends and foes of the PCs, before moving onto the unnamed little people of the gameworld.



THE FRIEND

First, NPCs who are on friendly terms with the PCs can be made compelling by following these guidelines.

1) PCs are heroes, NPCs are victims or villains.

We all know of The Mary Sue (or Larry Lou), the GM run NPC who outshines the protagonists. Players rightly hate this kind of NPC because they rob them of heroism. I think GMs sometimes fall into the trap of using a heroic NPC because they want to play too. But GM play is a different thing, and running NPCs well should be its own reward.

One way to achieve this is to remember that NPCs should never out-hero the heroes, they are best as victims or villains.

In my CoC game, the PCs came together to meet an old archaeologist, Dr Stanley, who had sent them a telegram about a miraculous find he had made. Dr Stanley didn't show up at the appointed time, so the PCs went to his hotel only to find his room guarded by some local toughs. A gunfight ensued, 4 gang members were shot, and one PC was sent to hospital, along with 1 policeman who showed up to the gunshots. In other words, the players were invested enough in saving this NPC to put their PCs' lives on the line because his weakness made them step up to the plate.

2) Friends have their own motivations & life experiences

Just because an NPC ally can be a victim who the PCs save, this does not mean they exist at the PC's convenience. They should work to achieve their own motivations, and be shaped by their own life experiences.

In our game, after rescuing the professor, the party left El Paso for Arkham to recuperate. At this time they became embroiled in reading the ancient tome the professor had found, or doing other 'in town' projects. Ultimately, the PCs abandoned the poor professor, who had been traumatized by his kidnapping and torture.

I ruled that professor Stanley had become an alcoholic in the weeks alone, and they found him dirty and disheveled in his house after the police were called by complaining neighbors. The players chose who would go get the prof from the drunktank, what kind of treatment they would provide him, and vowed to keep an eye on him. Put another way, they have become engaged with this fictional character, and recognize the truth of his life experience.

3) Friends are unreliable

Finally, good NPCs are not always reliable. In addition to becoming alcoholic as mentioned, after his weeks alone, professor Stanley became adamant that the mythos tome he had found should be destroyed. This split the party between those reading it for power and those wary of where its knowledge would lead them. PvP ensued, the book was burned, and one PC died. Although the death was lamentable, all too often NPCs drop info or arcane knowledge and become reliable (and boring) sources of further information. In this case, Dr Stanley's objection to using the tome became a very genre-appropriate response to finding such a source of arcane knowledge, and the destruction of the book and consequent loss of life brought the Call of Cthulhu session closer to its literary inspirations than I have ever seen.

THE FOE

Just as the PCS' friends can make or break a game, their foes also hold great potential for improving the game if the following rules are kept.

1) Villains don't always fight


Throwing villains at the PCs seems to be the default mode for many GMs, but letting them interact non-violently is a great way to make NPC villains memorable. In our game, the PCs suddenly found themselves stranded in Antarctica, and met an expedition of Nazi soldiers who had been sent to the lost polar city to retrieve an artefact. Instead of a shoot out, the Nazi commander, Sigrid Mueller, offered the PCs sustenance and a ride back to civilization, and the PCs and soldiers eventually worked together to fight off eldritch penguin-things. Ultimately, one PC engaged Colonel Mueller in conversation, and they eventually parted on friendly terms. The players know in their bones that Mueller and his men are the baddies, but after spending time together, they have a grudging gratitude for the NPCs who got them out of the antarctic wastes. Remember Raiders of the Lost Ark - Belloq is arguably Indy's most compelling nemesis, yet he never directly threatens him.

2) Villains don't think they are the baddie


Another GM bad habit is to make the villains two dimensional baddies who cackle on about their evil plan. This is boring and leads to less engagement with the game and its world, of which even bad guys are a part. In our game, during the flight back to civilization with Colonel Mueller, he regaled them with tales of how the Nazis would pacify the earth, and even tackle climate change. Once again, the players know Mueller and his ilk are bad guys, but Mueller himself couches all his acts in terms of his own heroics. In a word, he acts completely as if he was both heroic (ie good) AND the hero or central character of the story.

3) A good foe is compelling

The biggest result of making villains that don't blindly fight but who try to convince players of the righteousness of their actions and worldview is that they become compelling characters in the shared narrative of the game. My players sometime wonder aloud where Mueller is, and his presence and supposed furthering of the plan to gather more artefacts weighs on their minds. Mueller is thus a compelling villain, and (or precisely because) he hasn't fired a single shot at the PCs, and stopping hm has become a de facto engine driving the narrative.

THE LITTLE PEOPLE

Even the background NPCs can bring a lot to the game and the engagement with its world. My main rule is thus:

Reactions should be natural

For instance, when one player had his character run into a hospital brandishing a shotgun, all the nurses on duty rightly screamed, cowered in fear, or called the hospital guard. The player ultimately decided to suicide their PC because NPCs acting naturally was a shock to him. Yet the NPC reactions were entirely realistic, and so players should be reminded that NPCs are not schlubs to be manipulated or tossed aside without consequences. We spend everyday avoiding conflict and dealing with stubborn people in reallife, and the gameworld becomes all the more real if PCs have to do the same.


SUMMARY

So make your allies imperfect and unreliable supporting characters for the PCs to save, and have them interact with some compelling bad guys who think they are the hero. Do this, and not only will you find the villains more enjoyable to run, the players will also feel compelled to find and stop them.

Saturday, March 6, 2021

Call of Cthulhu Houserules

I'm running a CoC (6e) campaign now and players are having a blast. That includes me. It is a homebrew story called Eyes of Nyarlothep, where players are tracking down the titular stones in a race against Nazis and conquistador cults. So far they've had shoot outs in El Paso, fought eldritch owl-things in the Antarctic, talked to ghouls under the streets of Paris, and are currently stuck on the moon in the antediluvian past.



I might publish this at some point. 

I have a terrible memory, so I've storified & simplified the rules. Suppose I should have used Trail of Cthulhu, but don't have enough confidence in knowing the system yet.

Maybe my next campaign?

Anyway, here are some houserules we've agreed on:

SANITY POINTS FOR MVP

Every week we decide on an MVP - someone whose roleplaying contributed most to the session, either in terms of fun or story progression. We've decided a d10 SAN recovery for this henceforth.

LUCK ROLL AS ORACLE

I use Luck rolls like Oracles in Ironsworn to decide things. Whenever players are assuming things about NPCs or the world, I ask what they expect, then tell that what I think is more probable. Then they roll a Luck roll to see whether their or my interpretation is what we go with. This gives them some agency, but also means the gameworld is as mysterious to me as to them, keeping me improvising and interested. I also adjust the Luck roll down (ie from POW x 5% to x3%) if they assumption is a slim chance or unrealistic. For instance, at the German Antarctic colony of Neu Schwabenland where they were, they wanted a CB radio. They failed their Luck roll, and had to find other ways of getting a message out, which I decided was via the German radio office.

ONE TIME SKILL CHANGES

Since players had no idea what skills they would need when they chose characters, I allow them to do a one time irreversible change of a skill to suit a need they encounter. Thus far two have changed a language skill to Spanish, which they needed to read an ancient conquistador's diary.

BURNING APP TO GET CONTACTS

Last, I allow players to choose to 'burn' an Appearance point to get a reliable contact, be it an old colleague, friend, family, or ally. This doesn't reduce the App number, just the pool of contacts they can call on. For instance, the old professor tacitly heading the party announced he had a dear friend and colleague at Miskatonic U where they headed with their cursed tome. He had an Appearance of 10, so can choose 9 other contacts in future.

ANYTHING ELSE?

Dear reader, are there any houserules that make CoC a better experience for you? Feel free to drop some wisdom in the comments.




Saturday, February 27, 2021

MORK BORG!

 So, I played in my second session of Mork Borg last night. What a blast!



For those of you out of the loop, Mork Borg is a Swedish OSR style rules lite art house RPG.

It is more art book and inspiration than rules compendium, but has  a flavour in both the art and random tables that is very Nordic death metal. Think Death Frost Doom but better illustrated and less slavish to OD&D.

My esoteric hermit, Jotna, and his small but vicious dog Tiddles (created from a random generator HERE) awoke to find themselves in some dark hell dimension, with they and their traveling companions under attack by bloody skeletons. Battles ensued, paths were walked, traps were sprung, and goblins and fishmen were slain. In addition, undying prisoners breathed cryptic clues before jumping into lava, and grotesque or cursed magic items both helped and hindered the party in their quest to recover the lost monarch, his crown, or the way to call the spring.

All in all, it had the most OSR feel of wonder and terror I have ever experienced. At the end of the session, when we determined only two of us could return to the land of the living, Jotna nonchalantly offered to stay and meditate, as it was no worse than his mountain cave.

Anyway, give it a gander if you haven't already.

Monday, February 22, 2021

Emergent Storytelling - Crayon Shinchan vs Alien

So, I just started watching this Crayon Shinchan vs Alien movie (short version available HERE) with my little boy on our Japanese satellite TV.

It is a masterclass in emergent storytelling, and has lots of implications for RPGs.

Basically, the Crayon Shinchan family wakes up in the cryosleep booths from Alien on an unknown spaceship


Their annoying cuddly couple neighbors are there, as well as three unknown characters - an old lady, a scarfaced tough guy, and a skinny hysteric fellow. They get dressed and are attacked by a strange alien-robot.


From then on the show spirals between comedy, tension and paranoia. Without giving too much away, there are encounters with other mysterious characters, hidden rooms, betrayals, weird alien technology, and hidden alien infections.

Basically, the amnesiac in cryosleep chambers plot device is perfect for emergent stories, and the tongue in cheek tone keeps the action fun while the reversals and dangers are genuinely exciting.

Definitely, give it a watch.





Saturday, February 13, 2021

Stormbringer Redux #1 - Regional Weapons & Troops

After re-reading the game, I realized that it doesn't really have many mechanics modeling the larger struggle of Law and Chaos, the Champion Eternal, and the Multiverse / Thousand Spheres. I've put out a request on the I'm Begging You To Play Another RPG Facebook page for suggestions tackling these larger issues, and will get to them when I have ideas.

For my first foray into re-designing Stormbringer, I thought I'd start with something small.  One thing I always loved about the old game was the combat rules for Beggars.


This is a wonderful rule both for its inherent flavour, as well as its creation of a reason for the same 'class' to adventure together, in direct opposition to D&D's varied party model. It is a shame they didn't have more of this type of rich mechanic for the game, so I've decided to adapt it for my re-creation to give a bonus for regional weapons and units consisting of them. This is not only flavourful for the Young Kingdoms, it also echoes real-world regional troops like the Gherkas of Nepal and Swiss pikemen, to name a few.



REGIONAL WEAPON ABILITIES

If you wield the weapon of the region from which you come, you get 10% to skill and +1 to damage. Obvious examples are a Melnibonean wielding a bone bow, a Filkharian using a pike from his homeland, a Weeping Waster with a desert bow,  and a Lormyrian with a local ax. To this I would add Nadsokhorians with daggers, Oinish or Yurits with spears of local make, and Orgish with hatchets from their homeland.



REGIONAL WEAPON TROOPS

In addition to these individual bonuses, for every member past one of the same nation fighting together and using their home weapon, they get +1% to their weapon skill. This is doubled if they are all Warriors, to reflect their training and cohesion as a unit.

For example, if three PCs travelling together are from Lormyr and all wield axes, they each get +2% to their skill. If they are all Warriors, this is doubled to +4%.

It might seem a small bonus in modern game terms, but fits well with the Old School aesthetic of small advances, is in keeping with the pre-existing Beggar rules, and just feels right.




Wednesday, February 3, 2021

Making Good Enemies With The Nemesis System

This is a great video of how the Nemesis system in the Mordor games creates stories.



Basically, it does this in a few ways that a game master can steal:

1 Let the gameworld use the character's actions against them. If they run from an encounter with orcs, the next encounter may start with taunts of "Coward!" If they kill a 1 HD mook, their 2HD brother will come looking for blood.

2 Brings back enemies who are better or stronger. Wipe out a group of 1HD mooks? As noted, their brothers will be 2HD and geared for a revenge quest.

3 Give each major enemy a unique trait. They may have a mutant power or magic weapon, which they boast about and use in combat.

Side note, I remember one of the first D&D games I played, we pooled our money and gave the ranger a composite bow. It didn't help us, and we suffered a TPK. We rolled up new characters and went to their stronghold, but now had to face orcs with a composite bow, forcing us to be stealthier.

4 Let memorable enemies cheat death, then reappear at inopportune times. Maybe they feigned death and are now back immune to what supposedly killed them, or else they have a smoke bomb or knowledge of hidden doors needed to get away. This smacks of Quantum ogre a bit, but I think it is necessary in terms of engaging story.

Video is HERE

Wednesday, January 27, 2021

Re-creating Stormbringer RPG

It is no surprise that I love the Stormbringer RPG.

I read all of Moorcock's books I could find at an early age.

I collected the comics, Thomas & Russel's Elric, Mignola's Corum, and the varying others.




Stormbringer 3e in the green cover was my first non-D&D RPG. It was stolen out from under me. I had Elric! and that too disappeared.

(If you have an old copy of any edition and want to support me, drop me a DM. I'm willing to trade or pay a fair price).

Now, I am into story games and modern game design.

I think I will try my hand at re-creating Stormbringer using the insights I have gleaned from games like Swords of the Serpentime, Powered by the Apocalypse, and Alien. 

Where to Start?

My first instinct is to look at the skills list, but this is a misstep. Stormbringer isn't about skills, it is about the conflict between Law and Chaos, one that has reverberated through roleplaying since the beginning of the hobby. Each edition of Stormbringer had its own incomplete and poorly implemented take on allegience to these powers.

This is where I will start. If I can untangle the concepts and how they were implemented, maybe I can find the way in to this maze.

Wish me luck!