8

While the Player Core has straightforward prices for what it costs to hire someone to cast a spell, I've always struggled with what it would cost to hire ritual casters.

After all, rituals have rather big differences from ordinary spells:

  • They take a lot longer to cast
  • They usually require multiple casters
  • Unlike with most spells, success is not automatic (and the more casters you need, the more difficult it will be to succeed)

So how do you price hiring NPC ritual casters? It would make the most sense to scale their daily fee depending on their skill bonus, but what is appropriate here?

And do they get paid for "time and material", or do they only get paid for successfully casting the ritual? The latter is far easier to calculate, while the casters will require a considerable "risk premium" for their service, and they might refuse to even make the attempt if the ritual is particularly difficult.

What are your thoughts on this?

Pathfinder 1E or 2E?

I don't have much practical experience with the latter, but it did move away from the notion that NPCs must be created with the same system as PCs.

Yeah, GURPS character creation can take quite a lot of time, but once the character is done it flows very smoothly, so that doesn't bother me. But GMs need to create NPCs all the time, and the speed of character creation is very, very important.

I particularly like the monastery - we need more places like this as adventure locations!

Another candidate: The Centralia Mine Fire, an underground coal seam fire that has been going for sixty years, and which could continue to burn for 250 further years!

I wonder how dwarves or other subterranean civilizations would deal with something like this?

Another one: The "Bergpark Wilhelmshöhe" in Kassel, Germany.

This is a masterpiece of Baroque landscape architecture, and the Hessian landgrave at the time was only able to afford it because his father sold of Hessian subjects to the British so that they could put a stop to those pesky rebels in the North American colonies. The park is built across a hill slope (and covers an elevation change of more than 250 meters). Its highlights are the "Wasserspiele" ("Water Plays"). On every Sunday and Wednesday during the warmer seasons, water is released from a vast cistern at the top, located beneath a giant bronze statue of Hercules. Over the course of 75 minutes, this water flows down a series of artificial waterfalls and channels until it powers a giant fountain close to the bottom of the park.

Beyond that, the park has all sorts of other attractions - a fake ruined castle, a fake ruined Roman aqueduct, and a series of miniature temples to assorted Roman gods. This park makes a perfect setting for all sorts of cinematic adventures and/or occult weirdness!

43

Let's share some fantastic, bizarre, and weird real world locations that would make perfect fodder for #ttrpg !

My own contribution is "Christ of the Abyss", a bronze statue of Jesus that was deliberately sunk into the ocean off the coast of Italy in 1954. Two other statues were cast from the same mold later on, and sunk at Grenada and Florida.

I find the very concept of religious statues being sunk into the ocean fascinating - and, of course, in fantastic worlds people might have an easier time visiting such statues. Perhaps they have acquired some magic that allows them to breathe water for some time, or perhaps they are naturally amphibious. Or natural water breathers - perhaps there is some trade deal with surface dwellers where land-based religious items are created for aquatic civilizations that they cannot manufacture themselves.

What other such weird locations do you know of?

[-] juergen_hubert@ttrpg.network 5 points 3 days ago

I took it from Wikipedia, which says that it is from the Monteverde Cloud Forest Reserve in Costa Rica.

96

Biomes - environments that fall into a certain category - are a great way to set the atmosphere for a specific adventure. We all know of deserts, forests, swamps, mountains, and so forth, and each of these biomes have their own iconic adventures and adventure sites.

But the real world is full of obscure, unique environments that aren't known to many people - let alone #ttrpg players, which makes them a great option to bring variety to a game - and fantasy and science fiction has come up with all sorts of further biomes that aren't known on Earth. So what are your favorite obscure biomes?

Personally, I am fascinated by so-called "Cloud Forests" ever since I heard of the concept. They are usual tropical or subtropical forests which, due to their geographic locations, are shrouded in fogs for much of the year. In RPG settings, forests often hide many dangers due to their low visibility - and so does fog. It's two great tastes that go well together!

[-] juergen_hubert@ttrpg.network 7 points 5 days ago

Truly, a scenario to warm the shriveled heart of any veteran GM.

[-] juergen_hubert@ttrpg.network 11 points 5 days ago

From what I gather, there were actually fewer accidents under this system than with the ladders.

There's even one still in operation, at Sankt Andreasberg where it's used for maintenance at the local hydroelectric power plant installed in the former mine shaft.

100

Share some cool historical details you've learned that just beg for inclusion in an RPG!

My contribution is the Man Engine, a sort-of mining elevator I learned about when I visited the Mining Museum in Clausthal-Zellerfeld in the Harz Mountains in Germany, where this contraption was invented.

Basically, early in the 19th century the mines in the Harz Mountains were the deepest in the world at the time, with the Samson Pit in Sankt Andreasberg reaching a depth of 800 meters. This meant that the miners had to spend one hour climbing down the mine until they reached their place of work - and two hours climbing up again, carrying their pit lamps in one hand the entire time.

And, unfortunately, this was considered unpaid commuting time, not paid work time - so three hours each day were gone climbing those damn ladders. It became so bad that some miners even asked if they could simply sleep down there - in the damp, humid air, at the permanent 8°C of the deep underground.

But then a foreman and a mechanic hit on an alternative. You see, all those mines needed massive pumps to keep the groundwater out of the mines (a detail that is curiously neglected in most portrayals of mine-themed fantasy dungeons). These pumps consisted of a series of parallel, oscillating wooden beams.

And the innovation was that they installed small wooden platforms on these beams. In this way, instead of climbing, the miners could simply step back and forth between the platforms, using their vertical oscillation to get up or down (they still needed to hold their pit lamps in one hand, though). And thus, the travel time was cut down to a mere 20 minutes in each direction - a saving of 2 hours 20 minutes each day!

Needless to say, I absolutely must use this technological marvel if the PCs explore some dwarven mining complex...

So, what cool historical tidbits do you know that would make for awesome #ttrpg fodder?

[-] juergen_hubert@ttrpg.network 1 points 6 days ago

I wish that someone had warned me that one of the most important aspects for picking a system to run is how difficult or complex it is to create NPCs or monsters.

I ran D&D 3.X for a time, which... wasn't great for that.

Then I ran Exalted 1E and 2E, which were worse.

These days I mostly run D&D 5E, which is (a) vastly simpler when it comes to NPC prep, and (b) has so many stat blocks in both official and unofficial sources that I rarely need to come up with something custom.

A honorable mention goes out to GURPS, which is actually pretty easy to run for once you know what you are doing - first you need to keep in mind that "character points" are mostly for player characters, and can be ignored for NPCs for the most part. Then you also need to keep in mind not do overdo it with defensive stats, or else combat will get bogged down and boring.

[-] juergen_hubert@ttrpg.network 5 points 1 week ago

The author isn't wrong, and such issues are worth thinking about when either running campaigns or doing #ttrpg worldbuilding. At the very least, dungeon inhabitants tend to be people or creature who live in this marginal environment because they were pushed away from more fertile regions (such as the fertile surface lands typically inhabited by player character ancestries).

Even if you do use some of this default structure, it's worth introducing some scenes and elements that could make the PCs (and the players) think: "Hold on, are we actually the good guys here?"

8

In the next session, the player characters will enter the lair of a group of Nothics who have holed up in the old temple of a God of Magic.

And I need some ideas for absolutely unhinged magical items that should give even player characters second thoughts about using them. Any ideas?

28

I am running a fantasy campaign (using the Ptolus setting), and the PC just looted a "conspiracy board" from the hideout of a rather unhinged creature.

I've added a bunch of elements that might or might not be relevant for the campaign. And the element with the most strings to other elements was "beer price increases".

And I'd like to mess with the minds of the players some more. Thus, I could use some ideas for sinister reasons why the beer prices in a city might have increased.

Any suggestions?

30

I am running a fantasy campaign (using the Ptolus setting), and the PC just looted a "conspiracy board" from the hideout of a rather unhinged creature.

I've added a bunch of elements that might or might not be relevant for the campaign. And the element with the most strings to other elements was "beer price increases".

And I'd like to mess with the minds of the players some more. Thus, I could use some ideas for sinister reasons why the beer prices in a city might have increased.

Any suggestions?

13

My players characters are currently exploring some truly ancient underground ruins of a sunken city (the setting is Ptolus, if it matters), and the PCs are trying to find the sites of some temples of various gods to explore.

Next up on the list are temples of ancient gods of knowledge and magic, and when I searched for thematically appropriate monsters to populate them, I came across Nothics. They have a pretty good base concept, but I need some more ideas to make exploring a ruin filled with them interesting. Things I am looking for in particular include:

  • D&D lore about the Nothics (this doesn't have to be from 5E)
  • Ways of personalizing them and their environment, emphasizing how weird and creepy they are
  • Variant stat blocks that might make encounters with them more interesting
  • Creatures that might co-exist with them

But feel free to throw any ideas you have out here - I am still in an early brainstorming phase!

15

What are your top three Pathfinder Adventure Paths, from either edition - and why?

As a reminder, here is the full list:

Pathfinder 1E:

  • Rise of the Runelords
  • Curse of the Crimson Throne
  • Second Darkness
  • Legacy of Fire
  • Council of Thieves
  • Kingmaker
  • Serpent's Skull
  • Carrion Crown
  • Jade Regent
  • Skull & Shackles
  • Shattered Star
  • Reign of Winter
  • Wrath of the Righteous
  • Mummy's Mask
  • Iron Gods
  • Giantslayer
  • Hell's Rebels
  • Hell's Vengeance
  • Strange Aeons
  • Ironfang Invasion
  • Ruins of Azlant
  • War for the Crown
  • Return of the Runelords
  • Tyrant's Grasp

Pathfinder 2E:

  • Age of Ashes
  • Extinction Curse
  • Agents of Edgewatch
  • Abomination Vaults
  • Fists of the Ruby Phoenix
  • Strength of Thousands
  • Quest for the Frozen Flame
  • Outlaws of Alkenstar
  • Blood Lords
  • Gatewalkers
  • Stolen Fate
  • Sky King's Tomb
  • Season of Ghosts
  • Seven Dooms for Sandpoint
  • Wardens of Wildwood
  • Curtain Call
  • Triumph of the Tusk
  • Spore War
  • Shades of Blood
  • Myth-Speaker
  • Revenge of the Runelords
  • Hellbreakers-
49

I buy a lot of digital RPG books - the shelf space in my apartment is ultimately limited, while the space on my hard drive is far less constrained (despite current storage prices). Furthermore, while the reading experience is still slightly better for physical books, I have a color e-ink reader which comes close enough for my purposes.

However, I do have a pet peeve with some RPG publishers: They refuse to give the files proper file names. Paizo is the worst offender among them, though not the only one.

I mean, I don't mind if the file name includes the product code. It's fine if a "PZO13008E" somewhere in there.

But please, for all that is unholy, make the file name "PZO13008E Hellfire Dispatches" instead of just leaving it at that! When I am making large purchases of multiple books - which I do frequently - I have to go on a renaming orgy:

  1. Open the file
  2. Check what product this file represents
  3. Close the file
  4. Rename the file

If the file name included the actual product title, I could skip steps 1-3.

6

I translate German folk tales, and here is one that definitely made me wonder about possible connections to the Cthulhu Mythos:

In the year 1454, a curious heresy spread in Thuringia, particularly in the Sangerhausen region as well as the domains of the Schwarzburger Unterherrschaft. According to legend, the men and women who adhered to this heresy secretly came together in cellars and dark chambers where they worshiped the Devil. The Devil appeared in the form of a bumblebee and flew in front of the mouth of each of them. Once the devotions were over, the lights were quenched, and everyone grabbed around them. And when they grabbed someone of the opposite sex, they sinned with them in a brazen manner, even if they were mother, sister, or daughter.(*) A smith revealed this to the lord of the realm, and led him to such a congregation in disguise so that he could witness this outrage for himself. After this, most of these sectarians were apprehended and burned, but many of them went joyfully to their deaths.

13

While fantasy is a many-varied genre, religion in fantasy RPGs is often some mix-up of polytheism with Christian notions - including of the afterlife. The common assumption seems to be that while there are a multitude of gods, if you dedicate your life and belief in that god in particular you will end up in the specific afterlife of that god.

In Christianity, the situation is of course a bit more complex than that. One major precondition for entering the "good afterlife" (i.e. Heaven) is that you need to get baptized. For a long time, this left a rather awkward question mark for what happens to the souls of infants who died during or soon after birth - before they could receive a baptism. Folklore sometimes comes up with its own answers for that, but this was certainly a thing that people worried about.

RPG fantasy religions tend to deemphasize baptism since it's such an iconic Christian rite - but this only further emphasizes the question of what happens to the souls of children who died before they could actually express faith in a particular deity. Does any particular deity claim these children then? Perhaps a deity worshiped by a parent - and if so, of which parent (are there "afterlife child custody" court cases)?

Of course, a fantasy setting does not need to have an afterlife people believe in. But if there are multiple afterlives maintained by different deities (or at least, if people believe that such afterlives exist), then people will worry about that.

[-] juergen_hubert@ttrpg.network 5 points 3 months ago

I rarely have buyer's regret for TTRPG products, but Carcosa ranks high on that list. The "Sorcerous Rituals" section is maybe worst - do we really need a detailed list of how sorcerers sacrifice humans to work their magic? Not to mention one ritual ("Consign to the Lightless Lake") where the sorcerer actually rapes his victim.

I will never buy anything from Geoffrey McKinney again.

[-] juergen_hubert@ttrpg.network 39 points 4 months ago

Done. Thanks for the suggestion!

view more: next ›

juergen_hubert

0 post score
0 comment score
joined 1 year ago
MODERATOR OF