Author Archives: Jade

Beyond “Fred”: German Names for Characters

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Sometimes the hardest part of building a character is  coming up with a good name. You can always take a name from Tolkien or other fantasy novels, but you’ve seen those names over and over and you want something a little different, but not way out there. How about an historical name? Or one from a different culture?

This time I’m covering German names. As always, I’m selecting these for use in fantasy games, so many of these names may be archaic or uncommon.

[Photo courtesy of kevindooley via Flickr Creative Commons 2.0]

Male Names

  • Abelard
  • Adalbert
  • Alban
  • Alwin
  • Baldric
  • Berndt
  • Burkhard
  • Carsten
  • Dagmar
  • Detlef
  • Dierk
  • Eber
  • Etzel
  • Ewald
  • Fastred
  • Feirefiz
  • Ferdi
  • Gairovald
  • Garrit
  • Gerd
  • Gisil
  • Gundrun
  • Hagan
  • Hartwin
  • Heilgar
  • Hroda
  • Ingo
  • Isidor
  • Ivo
  • Kai
  • Kasimir
  • Kayetan
  • Kilian
  • Korbinian
  • Körbl
  • Lanzo
  • Lennart
  • Lothar
  • Malger
  • Markus
  • Marwin
  • Meine
  • Merten
  • Odo
  • Othmar
  • Poldi
  • Quirin
  • Raban
  • Raimund
  • Reto
  • Ruedi
  • Seppel
  • Severin
  • Sigi
  • Tancred
  • Thorben
  • Tielo
  • Traugott
  • Ulrich
  • Urs
  • Volker
  • Waldemar
  • Wendelin
  • Wenzel
  • Wolfram
  • Yvo

Female Names

  • Adelina
  • Aleida
  • Aloisia
  • Beate
  • Bettina
  • Bruna
  • Cäcilie
  • Conradine
  • Corina
  • Dörthe
  • Ebbe
  • Elfriede (Elfie)
  • Emlin
  • Erna
  • Frauke
  • Gerde
  • Gerlinde
  • Gisela
  • Gudrun
  • Heike
  • Helma
  • Hiltrud
  • Ilma
  • Imke
  • Imme
  • Ishild
  • Jana
  • Kasimira
  • Kinge
  • Kirsa
  • Kunigunde
  • Lene
  • Liesa
  • Liesel
  • Loreley
  • Magda
  • Malwine
  • Maike
  • Mareike
  • Maja
  • Marlis
  • Nadja
  • Nele
  • Oda
  • Odelia
  • Ottila
  • Raimunde
  • Renate
  • Ria
  • Rike
  • Roswitha
  • Salida
  • Senta
  • Sidonia
  • Silke
  • Tabea
  • Thekla
  • Thora
  • Valeska
  • Verena
  • Vreni
  • Wiebke
  • Zenzi
  • Ziska

German Surnames

  • Abt
  • Amsel
  • Bader
  • Bauer
  • Baum
  • Beike
  • Daecher
  • Duerr
  • Eichel
  • Engal
  • Faerber
  • Fiedler
  • Foerster
  • Fruehauf
  • Gaertner
  • Gersten
  • Grunewald
  • Hoch
  • Holtzmann
  • Hueber
  • Jaeger
  • Kalb
  • Kappel
  • Klein
  • Kluge
  • Koch
  • Koenig
  • Lang
  • Lehrer
  • Luft
  • Metzger
  • Moench
  • Nacht
  • Nadel
  • Oster
  • Pfaff
  • Reiniger
  • Ritter
  • Sankt
  • Schreiber
  • Schuster
  • Seiler
  • Theiss
  • Traugott
  • Trommler
  • Urner
  • Vogt
  • Wannemaker
  • Wirth
  • Zweig

Sources

Other “Beyond ‘Fred’” Posts

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Adventure Creation Handbook Launches July 15th

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This page was the announcement that went out just before the book was actually released. To purchase The Adventure Creation Handbook, please go to

Adventure Creation Handbook

Want to write your own adventures?

You can learn to write good adventures and The Adventure Creation Handbook will show you how. Maybe you’re searching for an original idea. Or maybe you’ve just looking for a way to take that exciting climatic battle you see in your head and put it into a form your players will enjoy. Wherever you are in the adventure creation process, this  book will guide you step-by-step through the process of creating an adventure for any genre, any game system.

Overcome creativity blocks and dry spells. The Adventure Creation Handbook describes several methods of coming up with adventure ideas your players and you will enjoy.

Customize plots for your group and your game. By using your players and their wants as a starting point, this method allows you make adventures your players will want to play.

Integrate adventures into your campaign. This method integrates the adventures into your game system and campaign world from the very beginning. No trying to shoe-horn or retrofit ideas that don’t really fit.

What’s included:

  • A step-by-step method for creation adventures that covers
    • Generating the original idea
    • Translating that idea into a series of events by asking and answering questions
    • Putting the events in a meaningful order that’s flexible enough to take player whim into account
    • Developing incentives to entice your players to go on the adventure
    • Getting it all down on paper (or in the computer) so you don’t forget anything important
  • Suggestions for running your newly written adventure
  • A worksheet to help you put your ideas in order
  • A checklist so you don’t miss any steps
  • Printer-friendly black & white design. No heavily colored pages to eat toner.

In addition, when you purchase The Adventure Creation Handbook, you receive these free bonuses:

  1. Life time updates. You’ll receive a free copy of this book every time it’s updated or revised. No need to go searching for errata or buying the next version, just to have up-to-date information.
  2. An example of adventure creation using this method, illustrating each step.
  3. A booklet of GMing tips from my blog Evil Machinations.
  4. 90-day unconditional money-back guarantee.  No questions asked.

What’s it cost? $7 for the first 30 days. That’s a special launch price. After August 15, 2011, the price will go up to $10.

Popularity: 16% [?]

Divine Intervention: Bringing Deities Down to Earth

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Two weeks ago, I discussed ways to make religion more meaningful in your game. If you haven’t read it yet, do so before reading this. It’s okay, we’ll wait.

Back again? Good. Now, here’s the list of divine interventions I promised in that post. I’ve numbered them so you could use it as a random effects table, but I recommend choosing something appropriate instead of rolling for an effect.

  1. +1 bonus on skill checks for one attempt
  2. +1 to +3 bonus on to-hit or damage rolls for one round or one combat
  3. +10% value to all gems or other valuable items sold at one sale
  4. PC is surrounded by an invisible (or glowing–GM’s choice) field that deflects attacks and gives a +1 or +2 to armor class for one round or one combat
  5. +1 to attribute bonus for one attribute check
  6. Earned treasure includes a map of the tower or dungeon PCs will go to in the near future
  7. Earned treasure includes a map of a town the PCs frequent with secret entrances and exits to key buildings clearly marked.
  8. Found treasure is +10% higher in value than it would be otherwise
  9. PC gains a Protection from Evil (or Good, or Law, or Chaos) for a limited duration, say one round, one turn, or one combat. If your games doesn’t use alignments, substitute a protection from hostile creatures
  10. PC knows immediately that someone he’s currently talking to is lying or he knows the person is absolutely telling him the truth.
  11. NPCs react more favorably to the PC for a set duration time.
  12. Animals respond more positively to PC for a set duration time.
  13. A monster’s breath weapon leave PC completely unharmed for one attack
  14. The answer to one particularly important question simply appears in PC’s mind
  15. PC is able to find a particularly helpful NPC for a specific adventure or task
  16. PC’s vehicle or mount lasts 10% longer than it should — i.e. mount goes an extra 10% distance before tiring, modern vehicle goes 10% longer on one tank of gas, etc. This causes no harm to the vehicle or mount. Alternatively, you could have the vehicle or mount just make it to the next town when, in all rights, it should’ve been unable to.
  17. PC finds necessary item for survival in a hostile environment (water in the desert, shelter in a blizzard, food while lost in the wilderness).
  18. PC is able to persuade an NPC to do one thing she wouldn’t normally do (as long as it doesn’t go against the NPC’s deeply held beliefs).
  19. PC can understand and talk to animals for a limited amount of time
  20. PC can understand a language he doesn’t know for a short period of time

This is only a small number of things that a DI can do, a short list to get your creative juices flowing. Don’t make your DI results too powerful–you don’t want to give away the whole adventure, just give an appropriately devout character a leg up during a particularly dangerous or difficult event. And you can scale the effects of the DI depending on how devout the PC has been in her observances and how long it’s been since the gods last gave her a helping hand. By divine help minor and rare, you help keep the PCs from relying on it too much.

If you’ve ever used divine intervention in your game, I’d love to hear about it in the comments section below.

[Photo courtesy of ~MVI~ (has found pansit in Hyderabad) via Flickr Creative Commons]

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Popularity: 7% [?]

Poll: What Would You Like To See Next?

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My first commercial RPG product–The Adventure Creation Handbook–launches on July 15th.  You can find excerpts from the it on the main section of this site. Now that it’s done, I’m starting to look ahead to what I want to create next. I’ve got several ideas, but I’d like some feedback from you about what you’d like to see. What product would be the most useful to you? What would you be willing to pay good money for? Please answer the poll below and if there’s something else you’d like that I haven’t included, feel free to leave a comment telling me about it.

And next post really will be the DI suggestions, I promise ;)

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Making it Meaningful: Religion in RPGs

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Many games have a religious aspect or deal with religious themes. Fantasy game, in particular often include pantheons of gods for the PC to pick from. But unless the PC is cleric or paladin, his religious life ends up being nothing more than minor roleplaying color, something the PC does when he remembers.

For GMs (and players) who want to have religion play a more active role in the lives of all PCs, here’s a way to make religion have a bigger impact on the game: give the characters a chance of divine intervention (often abbreviated DI). Some games have this built into their systems, the main one coming to mind is In Nomine, where a roll of 111 (on 3 6-sided dice) means god smiles favorably on you, while 666 means you’ve attracted attention from the other direction…

Now these interventions don’t have be huge deus ex machina plot devices. Even minor little “miracles” can make a difference. Perhaps the PCs luck on a useful map of the island they needed to go to or a spell goes off with particularly great results or the crowd they’re talking to turns out to be especially receptive to their message…you get the picture. That’s not to say the PCs couldn’t be favored with a grand miracle — it all depends on what fits your game. If gods walk upon the earth or regularly take an active part in mortal affairs, they’re more likely to grant an impressive “miracle” than gods who are rarely seen or work exclusively through their followers.

Mechanics-wise, I’d have players roll for a chance of DI for their characters. It should be an extremely small chance, say 1-5%. I’d also say that players would only get to make a DI roll if they’ve been playing their characters very devoutly before that point. And even then, only when such a role would really matter. How and when player could roll would be up to you, as the GM. If you want the gods to take a more active hand, then you could allow players to roll whenever they wanted to; on the other hand, if you want them to be more “hands-off”, players could only roll under life-or-death circumstances (as defined by you).

The nice thing about using a percentile roll, is that you can make it a “sliding scale”–the more devout a character is, the more chance she has of getting a DI. You could even add a chance for an enemy of the PC’s god could take notice and decide to get back at the deity by messing with his followers. Say that a roll of 98-00 on percentile dice brings divine favor, while a roll of 01-03 brings the attention of the “opposite side”.

Note that this “opposite side” doesn’t have to be demonic or infernal; it could simply be a rival of the PC’s god. For example, in the Greek pantheon Ares and Athene seemed to have some “sibling rivalry” going on. In the case of a “bad DI”, say a PC, a devout follower of Athene is involved with important peace treaty talks that are crucial to the well-being of her kingdom. The kingdom has been at war with a rival for many years, but has finally become open to peace negotiations. Now the PC’s player, knowing how important these talks are, gets permission from her GM to try for a DI and rolls a 01. The GM rules that Ares, who desires the war to continue, sees an opportunity to mess with his sister and causes the other negotiating party to mis-hear our PC’s greeting as an serious insult, making negotiations start off on a bad foot. Or he could be so incensed that he calls for an immediate attack on the player’s forces.

By making your players get GM approval to try for a DI, you have a way to limit the power level of your game. No player would automatically have a “right” to roll for one, even if he perceives it as a life-or-death situation. This would help keep players from becoming dependent on divinities to get them out of trouble.

Next time, I’ll make a list of possible DI results.

[Image courtesy of wonderlane via Flickr Creative Commons]

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Fantasy Pantheons: Deities are more fun when there’s more than one

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For a long time, I’ve felt like there was something amiss with the way many fantasy games handle gods. It’s take me a while to put my finger on exactly what the problem was. It finally hit me today when I was re-reading an old Dragon magazine with an article giving mechanics a PC cleric can use to convert an NPC to his religion. Here’s what I realized: most games approach pantheons of deities with a very monotheistic mindset.

It make sense. We live in a world where monotheism is the norm. Religions have one god and that god oversees all aspects of life. Place all our devotion on the one deity who aids and helps us no matter if we’re experiencing money problems or problems with our spouse or kids. We are expected to hold fast to the one singular deity we embrace.

Not so in the pagan world. In a world of pantheons, clerics would devote themselves to one particular deity, but the average person held fast to the gods of his ancestors. Sure, a person might feel a particular closeness to one deity of the pantheon more than the others, say the way a farmer would most likely feel closest to a goddess of crops or fertility. But that would stop her from saying a prayer to the god of oceans, should she need to make an overseas trip. The concept that the goddess of crops would then be offended by this would seem very strange to this farmer.

In a way, you could think of the pantheon as a single god, with each of the individual gods and goddesses as merely aspects of that one deity. Who you prayed or made offerings to would depend on what you needed. Crops withering in the fields? Pray to the god of water to bring rain. Need a husband for your eldest daughter? Pray to the goddess of marriage to find a suitable candidate. Perform regular rituals to the head of the pantheon to assure a stable country.

Using this thinking, a non-cleric character wouldn’t necessarily have to choose a particular deity, but could still be considered very devout.

[Image courtesy of  lizardrinking via Flickr Creative Commons]

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Creating the Adventure Outline: Using Adventure Seeds/Hooks/Starts/Ideas, pt. 9

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flow chart to help dog determine if he should eat something

We’re finally down to the last post of our series on creating full-fledged adventures from adventure seeds. Up to this point, we’ve chosen our idea, asked and answered questions about it to flesh out the necessary details, and determined what events we need to create. Now it’s time to create our adventure outline.

Organize Events

Now that we have our list of events, we need to pull them together into a step-by-step plan. We need to take each of the events we created part 8 and put them together into a single adventure plot line.

For this step, you need to be able to move your events around. Index cards are extremely helpful for this. Write each event on a separate index card. Then lay the cards out on the table or floor (somewhere you have plenty of room to maneuver). What events logically belong together? Which events need to come first? What events are caused by other events? Shuffle events about until you come up with an order of events you like and that makes sense.

Write Flowchart/Outline

Write this order in an outline or flow chart format. To write a flow-chart, place your first event in a box at the top of the page. Draw arrows pointing away from this box, one for each possible action the PCs could take. At the end of each arrow, draw a box and write the event that will result from that action. Repeat for each event you have until you reach your final event.

Sometimes there are multiple actions the PCs could take to arrive at a particular event, or an event farther down the chart could lead back to an event listed earlier. Connect these events with arrows, labeling each arrow with actions the PCs could take.

With a flow chart, if your players miss an event, or skip to one further down the chart, you can jump to that point and see instantly if they’ve missed any crucial events or information You can then improvise a way to lead the PCs back to the events they missed Creating a flow chart can also help you see if there are any “holes” in your adventure. These usually come in two types:

  1. Dead-end events that serve no useful purpose. Throw these out.
  2. “Orphan” events that are important, but nothing leads to them.

You may find you don’t know how to get from one event to another. For now, just put an empty box in the flow chart to represent these missing steps. You’ve got a couple of ways you can fill this box:

  1. Brainstorm until you come up with something to tie the events together, perhaps using a mind map.
  2. Run the adventure and hope your PCs think of a way to get from one event to another.

Which method you use depends on how creative your players are and how comfortable you are with improvising. It often helps to wait until you’ve outlined the rest of the adventure, then come back and fill in these blank spots. Solutions may come to you as you work.

Some GMs can run with just the flow chart, others will need to write out their adventure in detail. No one way is better than the other. If you need to write out the adventure before you run it, by all means, do so. This step comes after you create your flow chart. Even a GM who runs well “off the cuff” will need notes on locations, monsters, and NPCs.

Use this flowchart as a guide. Be aware that your PCs will probably change the order of events. Still, it’s good to have an idea of at least one way through the adventure. This way, you can drop hints and add or subtract events to get players back on track, should they run off on a tangent that takes them completely away from the adventure.

[Flow chart courtesy of hahatango via Flickr Creative Commons 2.0]

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February Blog Carnival: Worldbuilding

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This month’s blog carnival topic is worldbuilding. How do you get the worlds you use for your game? Do you create your own or use a published world? If you create your own, where did you start? What do you like best about building your own settings? What suggestions and resources do you have for teaching others how to build worlds of the their own? What are the pros and cons of building your own world? Where do you get the inspiration for your worlds.

It’s a broad topic, I know. I’d like to stick to the whys and wherefores of building worlds, rather than details of the worlds themselves. Instead of telling us about your world, tell us how you created it and why, as well as sharing any tips you may have for others who’d like to build their own game world, but don’t know where to start.

I’m looking forward to seeing your posts; just put the URL of your post in the comments section below and at the end of the month, I’ll do a wrap-up post listing everyone’s contributions.

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Finding Events: Using Adventure Seeds/Hooks/Starts/Ideas, pt. 8

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Music festival events scheduleWe’re down to the last couple of posts in our series of turning adventure seeds into full-fledged adventures. We’ve asked and finally answered all of our questions and now we’re down to the last three steps:

  • Pull out events from the questions
  • Put the events into a possible order
  • Determine the outcome of success or failure

[Photo courtesy of Michael_Spencer via Flickr Creative Commons 2.0]

Pull Out Events

In this step, briefly review the questions we’ve answered over the last several posts. We’re looking for answers and ideas we can turn into actual events that our PCs can participate in.

When you’re planning events, you want a variety of them. Certainly, you’ll need to include some combat events, but you should also include events that can be solved by roleplaying and using skills. Often, PCs will find (or create!) these on their own, but it’s a good idea to include some planned events of this type, just to make sure.

Go back over the information you wrote on your worksheet and the information you determined the PCs absolutely must know to accomplish the objective. Think about ways you can impart this information actively—that is, what can the PCs do to find out that information?

By this point, you should have identified the central conflict of your adventure. It should have one over-all conflict—a sort of meta-conflict that all the other conflicts are pieces of. Star or highlight this conflict, because this will be your climax, the decisive event of the whole game. Everything else that happens in this adventure should lead the characters to this final, penultimate event.

One of the best places to start looking for events is the “What obstacles might stand in the way of the PCs?” question. Take those obstacles you brainstormed and translate them into real in-game people or items and plan an event around them. You also want to take a special note of the goals of the mission. How would these goals translate into PC and NPC actions

I’ll leave it to you to figure out the majority of the events. Here’s one suggestion:

  • Princess Darya wants to meet Kyrill alone to ask him to get a private note to Roman that her father’s guards won’t be able to read, so she corners one of the PCs and tries talking him/her into arranging a meeting. The PCs could then use this time to try and get Darya away from the compound.
  • Give the compounds guards a chance to become suspicious of the PCs and suspect they’re not really traveling players. They could corner one of the other actors and force him/her to talk about the PCs.

It’s also likely that just by answering the questions, you’ll have already begun to create encounters in your mind. Run with those ideas and flesh them out into possible events, challenges, and encounters. It’s also likely that you may not need to have many planned events. Map out the location, plan the compound’s defenses, then give that information to your players. It’s most likely they’ll come up with plans of their own that you can play off of.

When creating events, you want to make sure you have something for every player, as well as for every character. If everyone in your group enjoys combat more than anything else, make sure you have plenty of threats arrayed against the party, even if you want to present them with more roleplaying challenges. If your players are a mixed group, as is usually the case, you need to make sure there’s something for everyone. Do your players enjoy roleplaying? How about skill challenges or defeating traps? There are many articles on-line about typing players, so I won’t go into that here. The important thing is to pay attention to what your players enjoy and give each of them something that they enjoy best.

Other posts in this series:

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Apologies and Site Issues

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First, my apologies to everyone who’s tried to access this site the last few days and saw nothing but a garbled mess. Second, thanks everyone who wrote me to let me know my blog was on the fritz. The problem was with my theme–I’m not sure what happened or why, but until I can get it working again, I’ve temporarily switched themes. Hence, the new look. Hopefully I can get some support from the site I bought the other theme from and we can get things back to normal again soon. Meanwhile, you should be able to read the site content now.

Popularity: unranked [?]