Author Archives: Jade

Dancing with the Dark

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Morality. A big topic, with even bigger answers. What is good? What is evil? Are evil actions ever justified? Can we ever truely overcome evil? If we can, should we? Do moral issues have a place in RPGs?

rpg blog carnival logoUndoubtedly, yes. One of the wonderful things about our hobby is that it allows us to explore the question of evil safely. It provides us a sandbox to try out actions, attitudes, and desires that are unacceptable in the real world.

What do I mean by “safely”? I mean that we can act out these “dark desires” in a pretend world on pretend people. No one really gets hurt; no one real dies. But the concept of “safely” goes even beyond that — it helps protect us from our own darker natures. By channeling those shadow feelings into a fictional character, we can separate ourselves from our own dark impulses. We don’t need to carry the burden of guilt those feelings often bring. They become “not us”, to a certain extent.

Wouldn’t it be better to eliminate those dark desires? To purge ourselves of them? Unfortunately both psychology and history tell us that’s really not possible. The best we can do is to repress them and try our best to forget they even exist. But what we hide still remains and colors our actions in ways we don’t anticipate … or even, often, see. But those impulses and desires — our shadow — need a safe outlet. And RPGs, as purely mental exercises, can give us that outlet. We can safely project our shadow onto our fictional characters, giving us an alternative to projecting it onto the people around us.

This has an added benefit: the more we explore the dark part of our souls, the better we can relate to other people. Through roleplaying, we learn that we, ourselves can be greedy. We can be lustful, gluttonous, murderous. When we recognize these things in ourselves, I believe we become more tolerant of them in other people. Which is not to say we condone those actions, or think they’re appropriate. But what we can do is recongize someone else’s struggle with their shadow side. We may even find it easier to treat them with compassion.

Through roleplaying, we can gain a better understanding of the full range of human emotions and desires. By becoming some one else for a time, we find we’re not as different from others as we may have imagined.

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What GMs Really Want (Poll)

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As a GM, what information are you looking for? What kinds of topics would help you run your game better? Where do you find yourself struggling? What ideas do you want to see more of? Take the poll below and tell me!

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Beyond ‘Fred’: Roman Names for Characters

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Finding a good name is sometimes the hardest part of designing an NPC. You want something more exotic than “Fred the Fighter”, but “Frewxyque the Grand Thunder Duke” becomes too hard to say with a straight face after the first first time.  Baby name books can help, but some of the best names come from real-world sources. Beyond ‘Fred’ is a series that lists names from various sources broken down by region and/or time period.

<div xmlns:cc="http://creativecommons.org/ns#" about="http://www.flickr.com/photos/consciousvision/3388909371/"><a rel="cc:attributionURL" href=This time we have Roman names. Since my interest here is in providing name ideas for RPGs, I’m not breaking these names down by Roman time-period. I’m including a list of resources at the end of this article for those wishing more in-depth information about Roman names.

(Photo courtesy of Flickr, © Conscious Vision 2007)

Roman Name Structure

Roman names had several parts, frequently becoming long and complex:

  • Praenomen: A personal name. This was primarily used by family members and very close friends only. Romans had very few praenomen; typically the first child would be given the father’s praenomen (adjusted to a feminine form, if the child was a girl).  The second child would receive the praenomen of someone else in the family — and uncle, perhaps.
  • Nomen: Indicates which gens the person belongs to. The gens is a group of loosely organized families all sharing the same nomen. A woman would use the feminine form of the nomen, formed by substituting ‘-a’ for the ‘-us’ ending.
  • Cognomen: A family name used by a group of blood relatives. It was a name unique to the individual and usually referred to something specific about him — usually a physical characteristic. Like a nickname, it wasn’t given to a child as part of the name given by his parents; it could be inherited from a male relative or chosen by concensus in the general community. Cognomen were almost never complementary — usually they were neutral, or even insulting names.

Common Praenomenia

Here are some of the most commonly used prenomen:

  • Gaius/Gaia
  • Lucius/Lucia
  • Marcus/Marcia
  • Quintus/Quinta
  • Titus/Tita
  • Tiberius/Tiberia
  • Descimus/Descima
  • Aulus/Aula
  • Servius/Servia
  • Appius/Appia

Common Nomenia

Here are some of the most common nomen:

  • Acilius/Acilia
  • Aebutius/Aebutia
  • Albius/Albia
  • Antonius/Antonia
  • Cassius/Cassia
  • Claudius/Claudia
  • Calidius/Calidia
  • Didius/Didia
  • Fabius/Fabia
  • Flavius/Flavia
  • Galerius/Galeria
  • Genucius/Genucia
  • Laelius/Laelia
  • Marius/Maria
  • Mocius/Mocia
  • Naevius/Naevia
  • Ovidius/Ovidia
  • Porcius/Porcia
  • Rutilius/Rutilia
  • Sentius/Sentia
  • Sergius/Sergia
  • Tarquitius/Tarquitia
  • Tuccius/Tuccia
  • Tullius/Tullia
  • Vedius/Vedia
  • Vibius/Vibia
  • Vitruvius/Vitruvia

Common Cognomina

Here’s a list of common cognomen and their meanings. Many female cognomia are the same as the male versions:

  • Aculeo/Aculeo – prickly, unfriendly
  • Albus/Alba – fair-skinned, white
  • Ambustus/Ambusta – scalding, burning
  • Atellus/Atella – dark (haired or skinned)
  • Bassus/Bassa – plump
  • Bibulus/Bibula – drunkard
  • Brocchus/Broccha – Toothy
  • Bucco/Bucco – fool
  • Caecus/Caeca – Blind
  • Calidus/Calida – hot-headed, rash
  • Calvus/Calva – bald
  • Caninus/Canina – dog-like
  • Celsus/Celsa – tall
  • Cicurinus/Cicurina – mild, gentle
  • Corvinus/Corvina – crow-like
  • Dives/Dives – wealthy
  • Dorsuo/Dorsuo – large black
  • Fimbria/Fimbria – fringes, edges of clothing
  • Flavus/Flava – blond-haired
  • Florus/Flora – floral, blooming
  • Galeo/Galeo – helmet
  • Gurges/Gurges – greedy, prodigal
  • Laterensis/Laterensis – from the hill-side
  • Lepidus/Lepida – charming, amusing
  • Licinus/Licina – spiky or bristly haired
  • Lurco/Lurco – glutonous, greedy
  • Macer/Macra – thin
  • Merula/Merula – blackbird
  • Mus/Mus – mouse
  • Natta/Natta – artisan
  • Paetus/Paeta – blinking, squinty
  • Plancus Planca – flat-footed
  • Priscus/Prisca – ancient
  • Pullus/Pulla – child
  • Quadratus/Quadrata – squat, stocky build
  • Regulus/Regula – prince
  • Rufus/Rufa – red-haired, ruddy
  • Rullus/Rulla – rustic, uncultivated, boorish
  • Scaeva/Scaeva – left-handed
  • Silanus/Silana – nose, water-spout
  • Varro/Varro – block-headed
  • Varus/Vara – bow-legged
  • Vatia/Vatia – knock-kneed
  • Vetus/Vetus – old

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From the Basement: In Nomine

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Angels and demons. The core of In Nomine. If you’ve ever dreamt of playing one of the Heavenly Host or a Satan spawn from the depths of Hell, this is your game. Even if you haven’t, it’s still worth checking out. In Nomine ranks in the top five of my all-time favorite games.

In Nomine coverExcuse My French

In Nomine is based on a French game called In Nomine Satanis/Magna Veritas. But the American version, published by Steve Jackson, is no mere translation of the French game. The folks at SJGames made changes, making the game (according to them) more appealing to an American audience. I’d love to do a From the Basement coverage of the original French game; unfortunately, I haven’t yet been able to get my hands on a copy. If anyone has one they’d like to sell…

God Does Not Does Play Dice With This Universe

One interesting thing about this game is its dice system. Like GURPS it uses d6′s, but that’s where the resemblance ends. In Nomine uses three six-sided dice, one of which should be a different color from the other two. The basic mechanics are straight-forward: roll two sixes and total them. Add in situational modifiers. If the resulting number is lower than the total of the character’s appropriate stat + skill score, you succeed. If it’s higher, you fail.

Then comes an interesting bit — you’re actually rolling all three d6′s. The third die isn’t added into your total — called the check digit, it indicates the degree of success or failure. A low result means a borderline success or failure, a high result means a particularly spectacular success or dismal failure. The GM interprets the check die to describe the results of your character’s actions.

But the fun doesn’t stop there. If you roll a natural result of 111 (a one on all three dice) or 666, things get really interesting. Called an intervention (DI — divine intervention — for short), a roll of 111 means God’s favor smiles upon you. Great if you’re playing an angel; not so good if you’re playing a demon. A roll of 666 means you’ve gained the personal attention of Down There.

Baby, You’ve Got Character

Character creation is simple and very quick. Groups I’ve played with have been able to finish character creation in under an hour, even if they’re new to the game. The steps are as follows:

  1. Find out from the GM if you’re playing angels or demons. You may be running a mixed party of both, but that works much better for one-shots than for on-going games.
  2. Choose a Choir (for angels) or Band (for demons). Each Choir/Band has different powers, called resonances. These range from always knowing if someone’s telling the truth (Seraphim, an angelic Choir) to being able to destroy things with your mind (Calabim, a demonic Band).
  3. Choose a superior — which archangel or demon prince do you serve? Your superior gives you further powers.
  4. Purchase levels of the three Forces, corresponding to body (Corporeal), mind (Ethereal), and spirit (Celestial). Depending on the type of character you’re playing, you have between five to nine Forces, which you can spread out as you please among the three types.
  5. The level of your Forces determine your characteristics (stats/attributs) scores. You’ve got six characteristics, two for each type of force: Strength and Agility (Corporeal), Intelligence and Precision (Ethereal), Will and Perception (Celestial).
  6. Purchase further powers and/or resources from a pool of points. Resources include skills, Songs (like spells), possessions, servants, extra bodies, etc…

Skills are broad and many of a character’s powers are determined by his Choir/Band and Superior. This leaves few choices for the player to make, which has its good points and bad points. On one hand, you can create characters very quickly; on the other hand … well, you have limited choices.

In the Mood

The In Nomine games I’ve played and ran tended to be rather tongue-in-cheek; the game lends itself to a light-hearted mood. But there’s no reason you couldn’t run a serious campaign. Like many games from the 90′s, the setting tends to be dark, even when it’s funny. For one thing, the angels of this game aren’t your fuffy, “sit on white clouds strumming harps” angels. Think Prophecy, rather than Touched by an Angel.

The quick character creation means that this game works as well as a series of one-shots as it does an on-going campaign. Given a fairly straight-forward objective, you can easily run an entire adventure in one evening, including character creation.

That’s All, Folks!

Steve Jackson Games — to the best of my knowledge — isn’t putting any more In Nomine material in print, but there’s been some support in the form of PDF material. You can find these at e23, including an introductory adventure called The Sorcerer’s Impediments. This PDF contains 4 pre-generated characters and all the mechanics you need to run the adventure, allowing you to try the game out for free.

If you’ve played In Nomine, please share your experiences, good and bad.

Just remember:

Angels always do more damage.

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Meadowbrook Needs You! — Win Dice!

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contest-winnerBack in June, I created a town called “Meadowbrook”. This month, I’m sponsoring a contest based on that town. All you have to do is create a NPC — an inhabitant of Meadowbrook — using the information given in this blog. The characters I like best will become part of the “official” Meadowbrook setting. In exchange, every entry you make gives you a chance to win a set of green Crystal Caste Dice from RPG Shop.  The winner will be chosen at random from among all the entries, so even if I don’t use your character, you still have a chance to win.

How to Enter

Leave a comment below detailing your NPC. Meadowbrook is a system-generic setting, that is, it’s designed to be used with any fantasy game system. Your character description should be equally system-generic, though you can include stats for your favorite game system(s) at the bottom of the description, if you wish.

The contest will run until 31 October 2009. A winner will be chosen at random on 01 November and will be announced on this blog on 02 November, 2009. You can enter as many times as you wish, each time with a different NPC.

NPC Creation Rules

  • You may use any of the existing NPCs as part of your character’s background, but you may not alter them.
  • You may use or add to any or all of the existing locations and other information, but must use the existing material as written. You may not change any of the information provided.
  • Character portraits are welcome, but not required. To use a portrait, upload the picture to your own site, then link to it in your entry.
  • I reserve the right to “tweak” NPCs to better fit the setting before placing them in the Meadowbrook information.
  • By entering your NPC, you retain the copyright on your material, but you agree to allow me use of the character. Full credit will be given to you whenever the character is included in Meadowbrook material.

Meadowbrook Posts

Here’s a list of all the Meadowbrook posts:

That’s all of the official stuff. Please feel free to post any questions you may have in the comments below, or you can email me at jade(at)rpggm(dot)com. I’m looking forward to seeing what you come up with.

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Beg, Borrow, and Steal

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Evil Machinations is branching out. Starting 6 October 2009, I’ll be publishing a free weekly newsletter called “Beg, Borrow, and Steal”. Not a repeat of my blog posts, BB&S will contain:

  • Small locations you can drop into any game — a tavern, an inn, a spaceport, etc.
  • NPCs — people you can add to your game
  • How to’s for everything from making props to setting a mood
  • Anything else I feel like throwing in ;)

The idea is to provide GMs with small bits of information they can use immediately. My ideal would be to provide you with something to cause you to say “Hey, that’s really cool — I think I’ll use it tonight.” The information will be as non-system specific as possible. You can sign up for BB&S in the box at the top of the left column of this blog.

I’m also open to ideas from other GMs. If you’ve got a great tip or idea you’d like to share, send it on over. If I like it, I’ll use it and give you full credit (which, right now is the only thing I can pay you with, since the newsletter’s free ;) ). Just email your ideas to jade(at)rpggm(dot)com.

Look for the first issue on Tuesday, 6 October 2009.

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Building Better NPCs III: Character Webs

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What is a character web?

A character web is a map — a specific kind of map that charts the relationships of NPCs to one another. It’s a great tool for figuring out how one NPC may respond to another — or to anything related to that NPC. This is a tool to use with your major character NPCs; it’s not something you need to work out for every town beggar.

How do I create a character web?

  1. Break your NPCs into groups of who knows whom. Most likely, not all of your NPCs are going to care — or even know — about each other.
  2. Pick one group of NPCs to work with right now.
  3. Choose the leader of the group. If the group doesn’t have a leader, pick a key person.
  4. Write their names (and small portraits, if you have them) in a circle, with your leader on top, like so:character web: names
  5. Decide who knows about whom in the web. It’s possible for a character not to know about one or more of the other characters in their group. For example, we can say that Martin and everyone else in this group have conspired to keep Kristiana in the dark about Sashia’s existence. But Sashia knows about Kristiana, due to a kingdom-wide announcement by Martin’s father, the king.
  6. Draw arrows from each character to every other character the web he knows about:character web: arrows7. Along the arrows, write what each character feels about the others she knows: character-web-3

From this, we can tell the Prince’s chances at marital bliss are little to none. His soon-to-be wife loathes him, while being love with his best friend. His mistress is protective of him and consideres his betrothed to be a very lucky woman. Meanwhile, the bodyguard is in love with the mistress! Note that these are the predominant feelings of each character. Sashia isn’t going to feel protective of Martin all the time — there are times she’ll be annoyed, hurt, affectionate. But the map gives you the character’s overall attitudes towards the others around him.

Ways to use the web

In addition to helping determine how each character would relate to the others face-to-face, these webs can be used to figure out the reception the PCs might get from each one, based on how that character views the PCs in relation to others in the web.

For example: Say the Prince asked the PCs to carry a message to Kristiana. If Kristiana knows they’re coming from the Prince, she’s likely to be polite, but cold to them. After all, the last thing she wants is a message from her betrothed. However, if the PCs arrange things so that Kristiana thinks they’re coming from Morik, they’re likely to get a warm welcome and perhaps a small token of appreciation.

Another example: The PCs have been asked by the Prince’s father to substitute for Martin’s regular bodyguard for an important event. Tyleck, who feels the Prince is a foolish young man, may go along to the event on his own — just in case the Prince tries to do something stupid that the PCs won’t be expecting. He may interfere with the PC’s duties — with the best interests at heart.

A character web can provide an “at a glance” shorthand to figuring out how a given NPC may react under various situations. This can help make these characters more complex and interesting, as they don’t have the same reactions to everyone else all the time.

How about you? Do you have any tools you use to bring your NPCs to life? Please share them with us in the comments.

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You’ve got your NPCs classified. You’ve separated the extras and walk-ons from the bit players and major characters. But how exactly do you go about creating those unique characters? Here’s a step-by-step guide to help you create NPCs your players … Continue reading

Not every NPC needs to be memorable. Some can be a barely-noticed presence in the PCs lives, while others need to cast a shadow over everything the players do. While NPCs are vitally important, most GMs have limited time available … Continue reading

Handling Problem Players

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frustrated GMWe all get them: the incessant rules lawyer who challenges your every call; the “loopholer” who will exploit everything not nailed down in the rules to gain that extra +1 advantage; the player who takes everything that happens to their character as an attack on themselves…

Dealing with problem players is never easy. Here’s a collection of resources to help you when you’ve got no idea where to turn:

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