Featured Posts

  • You All Meet In An Inn

    I take some time out of my busy post-exam I-have-nothing-to-do period to justify a classic roleplaying cliché.

  • Bailyn's Fables: Chandra's Limit

    A brief description of how white dwarfs are formed, and lessons to be gleaned from Chandrasekhar's famous opposition by Eddington

  • Thermal Physics: Heat Capacity

    Another short revision piece, summarising what AQA want you to know about specific heat capacities and whatnot.

About the Blog

Science fact and RP fiction, join me as I explore and uncover the secrets hidden in this world of mystery and intrigue and then type up my findings for your amusement.
Showing posts with label Roleplaying Games. Show all posts
Showing posts with label Roleplaying Games. Show all posts

24/02/2013

The Pacifist Cleric: A backstory

0 comments
I thought I'd write up a bit of backstory for my DnD character, right up to the point when her future colleagues come to whisk her away to the Nentir Vale for adventuring shenanigans  I just kind of pumped this out, so I'm not expecting many marks for originality ;)

____________________________________________________________

In far off lands there existed once a mortal son of Anesthia, god of life and death. In life he sought nothing more than to protect those around him from danger, practising in the art of all manner of weaponry available to him in his small village. His task was to fail however, when a band of marauders swarmed his village and many of his community were killed. In blind fury he tapped into his divine origin, and with immense power he slaughtered his foes to the man.

His bloodlust sated, he looked upon his work and was horrified. The death that surrounded him struck him to his core. He could no longer tell slaughtered foe from murdered friend. From that day he vowed never to harm a living being. He travelled across the planes for long years, protecting the weak as he went, but never harming another, instead attempting to dissuade potential foes through persuasion where he could. At the end of a long and peaceful life, his divine mother, impressed by her son's deeds took him to her side, and allowed him small dominion over life.

As a god he was followed by the many who sought protection from death, for themselves or loved ones. All he asked of his followers was to view life as sacred, and while not to fear death, do protect any and all threatened with it. A humble god was he, and would demand no more of his followers than was reasonable. However centuries past and he grew exhausted with his task. Life was taken daily. He grew jealous of the influence of other gods, and aggravated with careless mortals who would ask for his protection, and throw themselves into harm's way. So he began gathering the souls of his followers to him, imprisoning them that they may be saved for eternity from their carelessness.

His mother saw what her son had become and was filled with grief. She could not kill him, but instead cursed him, tearing from him a sliver of his divinity and flinging it to the natural world, judging that whomever should find the sliver would be destined to find her son and replace him. The captured souls were freed, and she bound her son far away from influence to be forgotten, leaving him to await his eventual doom.
_________________

In the natural world, a girl was born in the less auspicious parts of town. She grew up fighting to survive, literally and figuratively. She was driven to get the most out of survival and was not above harming others to do so. She ended up on the wrong side of judge more than once until she was given a choice. Join the local military, or exile. It was wartime so either was meant as a death sentence. She chose military. Why not play to her strengths, after all? 

As a soldier she was ruthless, and it earned her both the fear and respect of her allies. She would lead into battle and they would follow, though whether through trust that she knew what she was doing, or fear of being on the retributive end of her blade was up for debate.

Following a skirmish against an attacking group of bandits, she hear a whisper. She looked around and found no source. Another whisper and she felt it in her head. It bade her walk beyond the battlegrounds. Compelled to follow, she walked. She walked across hill and field, river and road until she came to a clearing in a forest. During her journey here she had been told what she'd find, and sure enough there was a staff, half buried and orthogonal to the ground. Ever the bold one, she immediately strode forward and grabbed hold.

Every death that she had orchestrated poured through her in that instant. Though she held it for but a second, a lifetime of pain and demise and fear ripped her up from the inside. Her head was filled with the face of every sapient life she had ended. Amidst it all a voice spoke in words that shattered her psyche:

"I charge you to know the pain of every life you have taken, to feel it drain from yourself a thousandfold. Know this terror well, and learn."

She let go and, driven near insane with guilt, she ran.

She ran for days, a maddened creature in the wilderness. Her mind was in ribbons, the ghosts of a thousand lives lost etched into her. Exhausted by sorrow, she sought to end her life, and jumped from a cliff. As she fell, a voice spoke again to her, kinder than the one previous.

"This is not how your story ends."

Her body was found, broken, but alive, by a party of adventurers. They bickered about what to do, as adventurers will, but eventually the will of the party's Paladin of Pelor, far from home and weary from travel, outed. She healed the fallen soldier and took her to a temple of her order to rest. When she awoke, the Paladin and her party had long gone, and as the clerics told her of her story, she wept with immense gratitude.

She spent many years in that temple, learning the ways of the cleric. She felt the scars of her mind still, but less sharply than before. However she was mindful of them, and resolved to amend for the brutality of her past, revelling in the art of healing. Not so naive was she to believe that she could forsake violence completely, she took an oath to her new god, never to personally take another life, lest she risk the retribution of Pelor, and to protect those in need of her help.

Eventually she left the temple, intent on making good on her oath. She travelled far, and helped many on her way, never mentioning her past. So it was until one day, as she walked the wilderness between towns, delighting in the afternoon sun, the air around her crackled with arcane energy, and a portal split the air before her...






_______________________________________________
Some sources:
Read more

26/06/2012

You All Meet In An Inn

0 comments

There is a tendency in certain mindsets to dismiss a certain popular wiki known as TVTropes as an over-analytical media dissecting machine, and while I think there is truth in that argument, there is also truth in the idea that Tropes Are Not Bad, and I would like to take a moment to justify one of the more well known tropes in RPGs.

So you start your game, all your characters are ready, and the GM has donned whatever piece of clothing makes himself feel that touch more important (I have a particularly nice top hat). You are awaiting the GM's first words eagerly/absently doodling on your character sheet when you hear the words: "You are all sitting in a pub/bar/space bar in space". Instantly the table erupts in groans and accusations of a severe lack of originality are thrown around. But why? The way I look at it, your GM has chosen one of the most likely places for a group of people to meet up. If they know each other, what better place to hatch your plans that in your favourite local? If you have all just met, how better to loosen up than with a round of drinks/futuristic hallucinogenics.

You all meet around an array of novelty shots.
I will grant that in the everyone-knows-each-other setting maybe someone trusted's home would suffice, though in all likelihood, someone will still call out for the host to provide at least a glass of water, in startling resemblance of the RL group itself. But the usual setup in the cliché is that a group of people bound by common cause meet from afar at an inn, a well known landmark in any town. Your character who is not from town can easily ask a passing stranger "Where is The Juggling Tomcat?" and get a positive answer. There is however little chance in all but the smallest towns of getting where you need to quickly with a "Where is Urist McHammerdorf's home?"

My final point lies in the often all too looked over effort required of the GM to come up with somewhere for a bunch of characters who really have no business being together to meet. This ties back to the previous points that really, the best place for an upbeat sniper specialist and a depressive technomancer with Occult (Herbalism) to meet up is somewhere neutral, somewhere both can easily locate and no-one feels overly uncomfortable.

"Do you reckon they know any Michael Buble?"
In summary, there is nothing particularly wrong with the trope. If your GM pulls it out, and you really have a problem with it, just consider it an unoriginal starting point for an adventure that you can make brilliantly original yourself. And GMs, if you are really stuck for a logical starting point for your diverse set of characters, you can do worse than an inn.

If nothing else your PCs can start a bar brawl. That should keep them entertained while you figure out which crime lord they pissed off doing so..


NB: You'll thank me, dear Reader, for not actually linking you to any TVTropes pages. It would have resulted in hours of lost productivity for both of us, I'm sure.
Read more