Friday 27 March 2015

5e Background: Alcoholic

Every now and then (or more often) you'll look at the backgrounds in the 5e PHB and think 'Yeah... I could somehow tailor the Entertainer/Guild Artisan to fit my celebrity chef', but that half-hearted enthusiasm isn't going to make a PC/NPC you're going to remember. I'm not ready to get cracking on the Chef yet though, so here's a warm-up for what I hope will become a series of posts in months to come.

Alcoholic
Your life presided in the bottle before you resorted to adventuring. It's possible that in a drunken moment of grandeur, you saw in yourself the potential of a hero. It's probable that you're funding your habit or proving to someone else that you're not just some worthless drunkard. Perhaps you're a reformed alcoholic who's looking for a fresh start?

Skill proficiencies: Dexterity (Sleight of Hand)
Tool proficiency: 1 gaming set of your choice OR 1 set of artisan's tools of your choice
Equipment: hip flask of your favourite liquor, notebook of the best and worst taverns you've been to, gaming set x1 OR artisan's tool set x1, a trinket that reminds of a life you used to lead, pouch containing 10 silver pieces

Feature: Liquid Courage


You know better than anyone else that wetting your throat helps with the nerves. A sip of any alcoholic beverage stronger than ale grants you advantage on saving throws against being frightened and checks against intimidation in the next 10 minutes. If you have a racial advantage against being frightened, you instead automatically succeed on such saving throws within the next 10 minutes (no auto-success for checks against intimidation).

Variant Feature: Bottle Opener


Thrice cursed be the stopper that gets between you and your drink. Unless magically sealed, you can find a way to open any bottle without spilling the contents.

Suggested Characteristics:


Although alcoholics get a bad reputation, not all are dysfunctional misfits and every one had their reasons for turning to the bottle. Whilst they may not have standards when it comes to booze, one should never underestimate an alcoholic's knowledge in this field.


d6  Personality
1. You're unpredictable. To you, any course of action is justifiable at the time.
2. You will say anything if it means getting what you want.
3. You're a touch sentimental. There's that one thing you will never touch out of respect for someone long since gone.
4. You're rehabilitated and do your best to maintain a positive perspective. When times are tough, you remember why you started drinking.
5. You've been struggling to get sober for a while now. You're often frustrated, but your spark of determination hasn't died yet.
6. You're a kind soul who puts others' needs before your own. Whilst you shoulder their burdens, alcohol shoulders yours.

d6  Ideal
1. Nihilism. Nothing matters apart from getting your drink. (Chaotic)
2. Avoidance. Drinking helps you ignore the real issues. (Neutral)
3. Commitment. The only way you can make others happy is by being someone you're not. (Good)
4. Hubris. You are never in the wrong, no matter what the rest say. (Chaotic)
5. Salvation. You will stop others from becoming what you used to be/what you are. (Lawful)
6. Tyranny. You are compelled to make others follow your example. (Lawful Evil)

d6  Bond
1. You still owe money to the barkeep. He swore he'd get it back.
2. You woke up late one morning with an unknown address written on the back of your hand.
3. The town braggart always said that you'd amount to nothing. You will prove them wrong.
4. On a bender, you did something unforgivable to your best friend that you can't remember. You've been trying to redeem yourself since.
5. He/she is crippled because of you. You seek to fulfil their dream for them.
6. If you could just see his/her face one more time, you're sure you could turn your life around.

d6  Flaw
1. The weight of reality can be overwhelming when you're sober.
2. Your breath always reeks of alcohol.
3. People feel uncomfortable in your presence.
4. Withdrawal symptom -  roll 1d4: 1) shakes 2) cold sweats 3) high body temperature 4) loss of appetite.
5. Convincing yourself to get up in the morning is difficult.
6. You're craven.



Picture credits: Girhasha and artbygabrielle

Tuesday 24 March 2015

Mad World

All the drawings in this post were done by my friend Denise (level 2 human ranger). Her take on the Queen of Hearts is - I think - especially chilling. She's been re-working some of the drawings (some of which I have yet to see) so I'll share those in future posts.

*****

Hector/Heinrich the half ghoul

For whatever reason when I run a game, there are at least trace elements of horror. So naturally whilst I was preparing for a Red & Pleasant Land one shot, one of my players asked me if we could use the optional insanity rules in the 5e DMG. We played a couple of weeks back and here are my views on the tweaked 5e sanity system I implemented.

If you want to know the short of it, it's this: implementing a sanity mechanic drastically changes the tone of a game and both you and your players must be aware of what's going to be in store before you get started.

Firstly the mechanic: use WIS for all sanity checks/saving throws (though there were no sanity checks throughout the session). At the beginning of the session, I gave the group two options for the system:

Elophas the Barbarian

Normal: you get 4 sanity points. Every time you fail a sanity saving throw, strike off 1 or more points (GM discretion depending on severity of failure/phenomenon). On each strike, the GM does the following (or the player can roll d100 and the GM will consult the table):
1st strike: roll on the DMG short-term madness table
2nd strike: roll on the DMG long-term madness table
3rd strike: roll on the DMG indefinite madness table

On the fourth strike, the character goes crazy beyond possible function. This is equivalent to death.

Hardcore: number of sanity points = WIS modifier. If a character has a modifier of 0 or less, they start off with an affectation of the mind determined by rolling on the indefinite madness table. In this case, the character has 1 sanity point. If they have 5 sanity points, losing the first one doesn't impose any adverse effects.

When someone loses sanity, roll on the madness table corresponding to the character's starting sanity point total, e.g. if the PC's starting total is 2 sanity points, start with the second strike, followed by the third strike as per the normal system.

*****

Berrin Thornfoot (Halfling Druid)
By a 3:2 vote, hardcore mode was the go. Three out of five characters started with 1 sanity point and two of them had affectations (alcoholism and laughing at everything, respectively.)

So this is how it went:

All 4 and half hours were tense, even when the party was just walking and talking. The Place of Unreason is not a predictable land and (as our druid told me after the session) there was the ever-present fear of everything/everyone they encountered turning weird and twisted, forcing sanity saving throws right and left. The highest number of sanity points anyone had was 2. The first PC went crazy within the first 2 hours after seeing salmon- and toad-headed footmen erupting out of the earth.

The Great Grub and his animal-headed guards

What I did next is a mistake I will not make again. Seeing how down the player looked at being out so early (I forgot I had some backup pre-gens in my bag) I gave him the option of continuing to play his character, on the condition that he could convince me of a suitable character concept fitting the 'crazy beyond function' criterion. The example I gave him was that if he was a guy who laughed at everything, he'd basically have to be the Joker but more insane.

Never give someone an excuse to play an insane character when it could be a remotely feasible character concept they could otherwise come up with on their own. They will abuse it and the rest of the group's experience will suffer due to this individual (the character, that is) that serves to be far more detrimental than dead weight. Dead weight doesn't cast Entangle on the entire party because it's whacky in the brain. Save it for when you will in no way be at fault for the creation of that evil.

In the end, three out of five player characters went insane (two of them in the final room) and another was babbling uncontrollably for 10 minutes.

Sev (Elf Wizard) - pre- and post-insanity 

My conclusion:

I was running a R&PL one shot with Call of Cthulu levels of tension throughout. Implementing a sanity system humanises player characters to the point that the badass, heroic fantasy aspect is diminished. It's hard to feel like a powerful adventurer when insanity could hit you around the next corner.

Madness is especially dangerous in Voivodja where literally everything could be considered alien to a non-native. You can avert this to some extent by making the PCs relatively familiar with the run of the mill unreasonable creatures and happenings if they've already been in the land for some time.

Sanity mechanics shouldn't necessarily be avoided, but ought to be handled with care. Know that you're playing a fundamentally different game to one in which madness has no such part. Or, alternatively, you could just use the 5e optional rule as it was meant to be used, leaving out sanity points and total insanity, but where's the fun in that?

I for one will be going back to simply scaring my players from time to time, rather than their characters as well, at least in these one shots I'm doing anyway.

Elizabeth Bathyscape (pre-Queen of Hearts era)

*****

As an aside, if you're running a game incorporating horror themes, be sure that your players can take it. Our Alice player (R from earlier) kinda lost it a little in the larder stocked with human carcasses. I suppose it was fitting that the Alice lost her sanity there, at least.