Combat Cycles [Homebrew]

Last week I talked about wanting to run a specific kind of system that doesn’t seem to exist yet and why I would be building a new system to accommodate my white whale of a playstyle.

This week, I’ll be taking a closer look at an actual combat encounter, how I’d like it to play out and how that might work mechanically. But first, I’m adding something to my set of guidelines.

A picture of a 12-sided die.
Poor, underused D12. You’ll get your time in the sun.

– I’d like for my system to use a D12 as its primary die.

Why the D12? because the poor D12 is criminally underused and I like the way it looks, that’s why. On to the rules crafting.

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The GM’s toolkit

We’ve spent a lot of time talking about our games, preparing for them and even running them. We’ve talked about the metaphorical tools in your toolbox and the different tricks that can be employed by the savvy game master.

Toolkit
Well, you get the idea. Add some dice and you can probably play some obscure indie RPG.

What we haven’t touched on are the actual tools you can use to make your games easier to run or more enjoyable to be a part of. So that’s what we’ll be talking about today. I’ll mostly be going over the tools I personally use and why I find them to be a good addition to my ‘kit’ as it were but i’ll be offering a few suggestions that I intend to pick up at some point in the future as well.

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Theme and Flavor (2)

As we discussed last week, a proper theme can really help guide you in planning a campaign. Today I’d like to talk about using theme to not guide your own campaign but to guide your players.

You see, players are tricky creatures and will subconsciously pick up on the themes you’re putting down. You can use this to both make your game more compelling and to pull the rug out from under them for a surprising upset. How to do this, well, that’s what we’ll be talking about here.

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Theme and Flavor (1)

So you’ve decided to GM a roleplaying game. Awesome! You’ve got a system all picked out, your players are excited and you’ve started doing some prep for your campaign. You’re figuring out names for towns and what optional rules to use. You’ve read the rulebook again and are starting to draw up some NPCs and potential plotlines.

But now comes the hard part of creating and running a successful campaign. You somehow have to wrangle and wrestle all of your ideas into a cohesive whole and then herd the cats that are your players in the right direction to actually experience all that content you’ve made for them. And that’s not easy.

But fear not, dear reader. There are tricks to be employed, ruses to use and techniques to master that’ll make this if not easy, at least doable.

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The Wise old Wizard

Aka, Stay a while and listen.

There may come a time in your campaign, where you as a GM may wish to introduce an NPC to the game that could guide the party along the story.
Much like a quest giver or a contact/source of information. Or even as a companion that could join the party on their quest and help out.
How subtle you are about these things, is entirely up to you.

I know things, kiddo. It’s what i do.

Consider the following Characters:

The fanciest of swords!

Last week, I spoke about making treasure interesting again. I mentioned crafting custom tailored magical items for your players to make finding said magical items more interesting. This week, I’d like to go into a little more detail with regards to those magical items and offer a few examples of such fantastic pieces of loot.

I’m going to be looking at three examples here and give you my reasoning as to why these would make for engaging magical weapons, what could perhaps be improved for them and giving some tips and tricks on making your own.

Snake inspired katana
Let’s cut to the chase, shall we?

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Bosses, alpha’s and memorable NPC’s

Aka, We meet again, Mr. Bond…

In games, we often see waves upon waves of minions (or often called ‘Mooks’). Even in tabletop and roleplay or even movies, we see a lot of unimportant faces creating an obstacle for our heroes. At times though, we notice a few characters standing out above the rest (even if they are still minions at the end of the day). These individuals may be slightly taller, larger, don’t wear a helmet, have a name, or are equipped better than their standard rank and file allies. Here we could immediately recognize these individuals as not simply standing out in presence but also in ability when compared to their comrades.
These characters have a much bigger chance to be remembered, depending on just how memorable they were. How much they stood out.

Memorable Friggin Catchphrase! Mr. Powers…

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What’s in a name?

Names. Names are everything. Names are a part of your identity and with the right name you can compel a demon to do your bidding and in some settings reshape the world.

Names are also really hard! Giving a character or NPC a name is a very tricky task indeed and requires you to carefully consider just what that name means for a person in your world.
Names tend to have meanings attached to them, implied characteristics and cultural baggage and choosing the wrong name for an NPC is worse than not naming them at all.

Discussed here are a few examples of doing this right and doing it wrong. Of course these aren’t hard and fast rules but I hope I can teach you a thing or two with regards to naming.

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Pop culture in games

Aka, Being Geeky is cool now!

I think it’s safe to say that we’re all geeks here (in our own way).
Or at least, our society is now more accepting of all that is geeky.
With the rise of the internet and with people like Felicia Day, Will Wheaton, Adam Savage, Christopher Perkins or groups like ‘Penny Arcade’ appealing to a broad audience, ‘being Geek’ (or the term ‘Geek’) is now seen in a more positive light.
Hell, its become so mainstream now that people have tried distilling it into a television format (Looking at you, Big Bang Theory….). Even the typical hot girl on the internet would now openly cling to her identity as a geek. Something that the wizards and warlocks of old (70’s-90’s) could only dream of.
(I doubt Gary Gygax would have as many fan girls as George R.R. Martin.)

Geeks today…..You MAD bro? Martin beyond the wall. The real ‘Tyrion’.

So we’ve talked a bit about geeks in pop culture.
But what about pop culture for geeks?

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The Home base

Aka, Welcome to my volcanic lair!

Batman has the Batcave.
Superman has his fortress of solitude.
Deadpool has his appartment.
Wolverine has the X-men Mansion, despite roaming about and being a loner.
Robin hood has a glade in Sherwood forest.
Smaug ‘had’ Erebor. (Spoilers…)
Spawn has his alleyways.
Neo had that small ship in the first Matrix movie.
SG1 has the Cheyenne mountain complex.
The list goes on.

Regardless of your players wanting it or not (or even realize it), they will likely end up with a base of operations. A place to rest their heads and call home.  To sell their loot and buy their gear. Where they can gather information for their next mission, and store their hard earned currency etc. If only temporarily, before moving on to the next.

This could be anything from your typical inn or tavern, a district or even an entire city. A flying airship, an airplane or a star ship. A mansion, a castle, the local YMCA or their employers Volcanic Lair. (See Evil villain, fire lord or Red Dragon)
Hell, it could even be the RV from Breaking Bad.

NetDragon HQ in China.

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