The Purchase

The Purchase
A ‘Railroads’ short story

The rain continued to fall.

It had only been a day and a night but it was persistent. Had it been an hour of hell or a night of maddening shelter, then Thompson wouldn’t have been so outlandishly misplaced.

      He gazed around the rolling hills of mud and stone, gray grass whipping like a tide that the wind had so brashly assumed. Wiping his brow of warm sweat and cold rain, he squinted in exasperated submission for any sign of life. He could’ve just retraced his steps but he was afeared this his entrenched mudden path had already been engulfed by the now rising bogs.

      So he continued onwards with little more to comfort him than wet food in a now soaked leather bag, and his self-beratement of his own foolhardiness to keep him warm. Spying a likely looking hill that may give clue to his whereabouts, he followed onwards towards the next of his trail of giant breadcrumbs.

      The bleakness of his surroundings gave poor Thompson plenty of time for retrospection: He’d needed not to travel by foot; a perfectly acquainted rail line ran straight from his last stop to his home. When Thompson was dropped off at Station Town, he’d weighed the savings of his most recent livings and hungered for some spending. He was in the right location to do so.

 

 

Most of Station Town had refused to greet the weather offered earlier that day,  and stores opened late. Reluctant workers banged away from their fondly named ‘Work Pit’ from which sounds rang lazily throughout the town; breaking the silence like a child at a Sunday service.

 

Thompson Wheels was used to early mornings. He had made his homely living by serving as a crew sit-in for both larger companies and freelance workers alike, a true specialist in navigation. He’d just finished up on a simple Grain Train which ran a triangle between the western settlements. Nothing dangerous, save for the hungry birds, but the best part of a week holed up in the dullest of servitudes.

      So Mr. Wheels stretched his muscles and imagination that morning by picking through the cobbled nooks and crannies distant from the popular Main Street. There was not a soul to be seen for most of his hours, and if it wasn’t for the fleeting tail of a black cat he wouldn’t have turned down a side-tunnel of Lavender Alley to take shelter inside the stonework underpass..

      Mrs. Mogs’ Mysteries’ read a rotten sign; too old to even creak in the breeze. Sure enough, laid into the tunnel wall was an oaken door of wrought iron studs and a burnt black ring handle. It’s imposing visage was quite unlike the squared window beside it. Warmth spilled out of the rippled panes much like an elderly mother glowing with care aside a stoic father. It was the only clue that life was inside, and was the most he’d seen all day.

      Convinced, Thompson put a hand on the ring handle, cold and wet of a prisoners shackle, and he leaned into the turn.

      It pulled freely, and the door glided inwards with no effort spent. He stepped inside the, well, to call it a shop…

      He paused.

      It could have been a shop. It could also have been a museum, a library, or the most vibrant mish-mash of a storeroom he’d ever seen. Large shelves lined the walls with no particular orientation filled with books bound in colours and scripts not meant for easy eyes. Wooden and brass constructions littered the floor like molehills while the most grievous oddities dangled from strings upon the ceiling. The clash of colour and concept were an affront the the quiet world from which he’d just taken refuge: It was a vulgar ritual of an entertainers many affairs.

      Thompson, the poor boy, was instantly hooked.

It wasn’t until he’d let his eyes focus and remembered to breath did he notice a figure sitting by the near corner, surrounded by a goliathan desk iced in scrolls. The lass smiled calmly  from her armchair, and patiently waited for Thompson to return to his senses in full; her straight raven hair reflecting brightly in the shimmering candlelight.

      She did not introduce herself, and Thompson could not will himself to greet her. He did not try for long. He made his way into the conglomeration of assets like a bird hungry for morsels, but cautious of predators.

      Literacy of Languages unknown; maps of cities long lost; schematics of enigmas impracticable; paintings of landscapes impossible. His fidgeting found a forgone climax mistaken as a conclusion at the comings of a brass clock.

      It was a shapely box no bigger than a fruit crate, but no smaller than sense would allow. Upon it’s square face, engravings would catch the light around enamellings that would compliment it’s contours. Inlays of precious stones would radiate prismatic patterns of emeralds and rubies, nestled neatly upon ivory embellishments.

      It had truly captured his passion. Thompson had not before been entertained by clockwork, yet knew upon sight this timepiece that it had been incepted into his enraptured heart.

      The woman of dark hair make silent approach to the embracing couple, a knowing smile upon her lips and a look of empathy in her eyes. In her palm lay a turnkey of brass. Slowly, she plucked the tool between thumb and forefinger and eased it out of it’s nest. She glided to the clock’s rear with flowing haste and centred the key to it’s entrance.

      Their eyes locked contact for mere moments long enough, Staggered breathing made intruding advances amongst the intimate embrace. Hearts thumped of unspoken tension, and she could take it no longer. She gripped clock and key and with a sharp twist, a third heart beat to life.

 

Thompson re-adjusted the leather holdings from tugging at his coat. Slick with water on oilskin, he cursed as he trapped his finger in the process. The clock was a considerable weight which should have warranted another good reason against travel by foot. However, it’s price left Thompson with little left to afford ticket. He couldn’t remember the exact pricing but that it was an oddly specific value, and more than three days pay. He’d mulled it over, and figured by the time he’d paid for the Baron’s Inventory Tax, he would have little left. It seemed to him now that it would not have been such a sacrifice after all.

      Still he marched forwards: A lone soldier separate from his platoon of society. Eventually, his persistence would reward him with the villainous shape of Farmfort! A defiant gesture to the woods and fields surrounding.

      Farmfort! A castle upon a rise of crag and crest with enough cannons to watch over it’s brood of farms scattered like offspring. People ate well in Farmfort. It was one of the few places a man could actually work for his keep, so to speak. Thompson Wheels had called it home since he was Thompson Farmer and held it’s ruler in the appropriate regard.

      They called him the Red Butcher, for the Baron of Farmfort tended to kill those who spoke his true names. He made sport of it. Everyone was in agreement that the main problem of the sociopathic boiling-blooded glutton was that he was very good at his position. In the many decades that he had claimed possession of the industrious town, not once did the affairs of outside aggression cause so much as a drop in profits. His profits, but economical gain nonetheless.

      One particular supply of income was sitting as a literal weight upon poor Thompson’s shoulders. Technically what he was now trying to achieve was a severe case of smuggling. It might as well be treason, the Baron is not creative with his charges. He hoped his otherwise clean slate would avoid suspicion.

      He eyed a smoky trail drifting wistfully away from the fields, most likely the three o’clock to Laketown. He watched the distant machine of soot and fire gently chug along the northward line until he lost it behind the approaching treeline. With relief in his soul he started onwards back down his point of vantage, and he trudged his way homeward.

      The woods would provide ample cover for his dripping torso, but it wasn’t until now did he realise the rain had stopped and declined into a simple drizzling mist. As with the ending of the torrent; he too needed a rest.

      Finding a suitable log beneath a thicket clumping, he took a strained seat to let his hollow legs quiver. He lifted his face to the canpoy toying the occasional drip of water into his mouth and once again questioned the sanity of his purchase.

      He shook the pack to the floor and lifted it’s lid, wary of letting the elements inside.

      ‘The hands hadn’t moved! Don’t tell me I’ve bought a broken clock…’

He lifted the gilded weight out the the pack and turned his ear to its spine: still it ticked. He plucked at the hands but they stayed firmly in place.

      ‘I do hope it’s a simple fix. I’ll have to wait until I get back.’

His ears picked up a distant sound from the woods. It was well hidden within the rustle of leaves.

There it was again. And again. A sharp clink. It was rythmic. It was getting louder.

It was getting closer.

Thompson jolted to his feet, cramming the clock back into the sack, and dove for cover behind the soaken log.

      He could hear a figure approaching, stumbling, panting with fatigue. He could hear it stop for a pause, then scramble for cover aside a thick tree right next to him. The figure, now noticably female, had not noticed him for her sights were firmly set on the trail she had come from. He scanned her sylan features; her forced breath. She was clothed in furs and skins decorated with stones and flowers. And bones.

     

Thompson dared not move. He knew what she was: ‘A Woad.’

     

Barbarians who were insane enough to live outside city walls, relying on their wits and instinct to survive each passing night. The woods are their dwellings, and they are very territorial. To trespass without cause is death.

As he watched, she drew a bow and knocked an arrow. The engineer in Thompson had to admire it’s design, but they were interrupted.

An explosion rang from the trees, and a neighboring branch was reduced to splinters.

“Come on out lil’ raider! Why’re you hiding? Could it be that yer a-all outta tree-es…

 

A thick Farmfort accent cooed as its speaker came into view. A tall man. Well fed. Clothed in Blackguard fatigues. A slim flintlock rifle poised in his hands.
Thompson pressed himself low. A weapon of that quality could only mean a Hunting Party.

They must’ve been chasing the Woad. Bloody hells teeth! She led them right to me. The others must be nearby.

Sure enough, more figures emerged from the woods. Varnished rifles and uniformed helmets were the only unifying factor of their scruffed appearances.

One of them was large and fed. Crimson cloth sticking out of the contours of his armour. The Red Butcher himself.

 

A rustle of movement, leaves scattered. The men, Thompson included, jumped. The ground shook with the ‘crack’ of gunpowder.
A matt of brown fur came to a stop at the bottom of the trunk, bloody and still.

 

A rabbit.

The men turned away, but Thompson couldn’t take his eyes off the critter. It was a mere few feet away and he could clearly see how it’s form was an imitation. It had tusks. Small and rounded instead of front teeth. It’s feet jagged and clawed and it’s tail hid spines within the ball of fur.

So entranced was he that he failed to notice that one of the Blackguard had also taken an interest. A leg entered Thompson’s limited peripheral and he froze.

“Looky ‘ere! It’s a right muncher.” Appraised the man, scooping the beast up to display.

Thompson could feel the eyes of the hunting party bare down as if their gaze could see straight through his cover. He locked his own firmly on the ground.

‘Don’t look down. Oh sweet Earth please don’t look down.’

 

“It’s a hefty one too! Soft fur- yaaaaargh!” He yelped, and dropped the rabbit. The men howled with laughter, but the humour was lost to Thompson.
The man had looked down.

Their eyes met for an eternity. The hunter span on his heels and pointed right at him, and an arrow pierced his throat.

He gurgled in warning.

The woad span from her tree, another arrow knocked. The men brought their weapons ready, The Baron barked orders.
The woad let loose, taking a rifleman through the gut. A volley of firesmoke tore into the vegetation. Thompson ducked.

A hunter broke position, throwing aside his gun and unfastened a nasty iron cudgel. The woad pounced upon him in an instant. She spun her bow into the clubs shaft, pinning it, and yanked, The weapon, arm, and man unbalanced onto her. She pulled at her pendants by her neck with a free hand and snapped off a beast tooth.

In one swift motion she gutted the man.

Another volley, this time at her. She braced in a low crouch behind her victim and leaned his body as a shield. They shot straight through him, killing them both.

The welcome silence was broken by the Baron.

“Stand up coward. Hands were we can see ‘em.” He instructed calmly.

Thompson readied himself and obliged. He uncurled his lanky form desperate to relieve his aching muscles, and gradually took account of the scene. What was left of the Baron’s men held their weapons with a faint uncertainty. Glances were exchanged and low muttered questions.

The Baron stepped closer and gestured for his men to lower their weapons. He smiled.

 

“You’re the Farmer’s son, aint’cha?”

Thompson nodded.

 

“I knew yer father, A good man back in his day. He still happy in the city?”

 

“T-Thank you Sire.” Stuttered Thompson, taken aback. “Yes, Sire. He is.”

 

“Aye…” said the Baron. His smile fading. “He’s gonna miss ya…”

Thompson took a step back.~

“S-Sire?”

His mind raced, Did they notice he was missing from the train? Had they seen his pack? Did they think he was with the woad?

 

“You’ve been got, Son. You ain’t getting out of my woods with that.” He pointed to his chest.

Blood. Hot and sticky, and his.

Thompson didn’t feel a thing. Shocked, he watched as the Baron pulled a pistol from his hip.

 

“I’m sorry.”

He loaded a round ball, pulled back the hammer, and fired.

 

Darkness.
A tunnel wall. A large wooden door. A prisoner’s shackle. A world of culture.
A raven-haired woman.

 

 

She gripped clock and key and with a sharp twist, she waited.

 

Nothing.

Thompson blinked.

“Pity.” He remarked. “It would’ve been nice to see it working,”

He gingerly put back the clock upon its shelf and addressed the shopkeep, who was retreating to a polite distance.

 

“Mrs. Mogs, I presume?”

 

She laughed. An angelic sound.

“No, no. Mogs is the cat. I’m just the clerk.” She dismissed.

 

“Well then, Mrs. ‘Just-The-Clerk’, you have a wonderful place here. I shall be sure to remember it for my next visit.”

 

He fastened his raincoat and permitted himself one last sweep of the curio’s.

“Such a piece, that clock. Tell me, I would’ve thought someone would’ve bought it by now?”

“Well that’s just it…” A sad smile on her lips.

“Noone ever does.”

 

 

The rain began to fall. Thompson was glad to have the warmth of the train carriage as he returned home. The view of Farmfort skipping between the trees. Thompson stared blankly, listening for gunfire.

 

Class: GM, Level 4

Many an occasion may call for some good old-fashioned puzzles. The type to engage the quick witted and to test the problem-solving of the group. For many GM’s, Puzzles make up to a third of the total Role-Play experience.

In today’s talk, I discuss Puzzles Done Properly.

 

Puzzles contain an innate distancing from the rest of the role-play experience. The term “Hard-Skill” refers to the capabilities of the player, not the character, and the player him or herself is personally challenged regardless of the numbers on the character sheet.
Honestly, this can be a lot of fun. It makes a fresh change of imagination that lets parts of the brain rest while the player is still engaged in a very real objective.

Since we often play characters with different skills and forte’s to ourselves, it wouldn’t be fair to challenge the Fighter to an arm wrestle and then do it live on the table, player to player. Nor would it be justifiable to have a rap battle with the Bard if there is mechanical effect based on it’s success. 

There’s a significant difference between ‘Win the arm wrestle to wow the crowd’ and ‘Win the rap battle to kill the Witch Queen’.

The same applies to the thinkers. If an intellectual character tries to recall knowledge then dice will be rolled. If a renowned problem solver tries to tackle a puzzle box, some dice will be rolled.

If a player is handed a puzzle box, allow for dice to be rolled.

 

Tip 1: For every puzzle, create 2 – 4 hints. If players are going to be spending up to hours at a time on these things, they deserve the time taken to create subtle clues:

“You rolled a 56% on Analyse. You learn that the box will only open counter-clockwise.”

Now some of you would argue that it would ruin the challenge of the hardskilled puzzle. You’d be right.
But if you’re going to make that challenge plot critical, they better have ways of getting it solved. Especially if a character is specifically designed around it.

Or do we have to get out ‘Operation’ everyime someone gets wounded?

Now do remember that if a player wants to solve a puzzle, they either probably won’t think of rolling until they get stuck, or are looking to use their stats to give them a bonus. Not a solution.

 

Tip 2: Create and/or allow multiple solutions. You are not your players. What may seem obvious to you will not be so obvious to the players. Think of doubt adding 25% to difficulty. “I see square boxes, and I see square holes, but can I be sure?”

They will think of ways you did not, and use methods that come cleanly to them. Say they fill the square holes with water instead. Does it work? Why? Perhaps it’s pressure weighted and it does, or perhaps the intended cubes are magic and so it does not. Make sure you can justify which methods do or do not work.

If a solution leaves you stumped, don’t shoot it down for no reason. The ‘accidental solution’ is on you for not counting on. Saying “no” to that is not a good feeling.

 

Tip 3: Solutions must be non-exclusive! This is the single leading cause in frustration.
Let me explain: The experimentation of a puzzle boils down to ‘Trial and Error’, where possible solutions are deduced by what did or did not work. If the solution is a single specific combination of variables, it is exclusive.

If your players are succeeding through the puzzle and they don’t know why, it is an exclusive solution.

A new puzzle forces a lot of possibilities onto the players and they will do their darned hardest to connect some dots. Throw in your 25% doubt modifier and you got yourself a game of “Was option A or option B the right answer?”

More difficult puzzles contain more variables, with additional options C, D, and Etc.
Stacking these variables multiplies its difficulty when they all have to be worked out at once.
you can understand why it would take forever to work out the solution of “Turn your head to the left, then right, and count to seventeen.”

To keep it easier, add the new variables after the earlier part of the puzzle has been ‘solved’. Stack understanding gradually.

 

Tip 4: Mechanical Feedback. If a puzzle is done incorrectly, let them know. If the puzzle has been done correctly, let them know. Whenever the puzzle is affected, Let them know.
The amount of time’s I’ve watched a fellow GM assume the player’s have solved the puzzle despite never have telling them they did anything right is far too high. If the solution has two steps, let them know when they’ve moved onto step two or not. This may be tough for some to do, and harder to do well, but I assure you it is so very valuable.

Imagine that you are a person in that puzzle, and ask yourself “How would I realize progression?” If the answer is ‘You can’t’, you should probably look at your puzzle and add some visuals to it. Maybe lights that show the number of steps, maybe they change from red to green. If part of the environment is mechanically different to the rest of the puzzle, make it apparent by using a different colour.
You cannot expect people to work out your puzzle if there are hidden rules interfering with experimentation process.

Tip 5: Changing the puzzle doesn’t help. So your players don’t get it. You’ve tried your best, laid out your best made plans and ran out of clues. The next logical step is to stop wasting time and change the plans in an attempt to make it easier.

Be very careful.

I would even go as far as to say just don’t do it, unless you have a premade easy solution already at hand, because the moment you start messing with variables, you start contradicting player’s expectations. How can it make sense if going left used to be the solution but now its “just ok to go right”.

In addition people will look at the ‘new’ correct method and have to spend some now very valuable time trying to figure out why that solution is the correct one. Surely there’s something different about those steps, that path, that direction? Surely there’s something they’re missing.

Don’t make “Because you changed it without them knowing” the answer.

Please?
I adore the hard skilled challenges of Role play puzzles and that mantle will be tackled by everyone I know with enthusiastic spirit! They should make themselves known in any setting a GM wishes to add some fun group flavour to.
So please think carefully when incorporating them into the evening, lest it leaves a bitter taste and an anxious crowd in its wake.

Class: GM, Level 3

A good GM will be able to improvise at the ready. To be prepared to pull upon inspiration to provide a seamless transition between planned and unplanned.
If you do it well enough, no-one will ever know.

great GM know’s his limits.
There will be times when a heavy change will occur in your story, and a good game demands it follow through.
Maybe the party set sail onto another continent. Perhaps half of the entire Dwarven Political System just got wiped out by accidental manslaughter.

On these tremendous occassions, it is crucial you call a time out:

“Hey guys, I didn’t expect this. Give me ten minutes.”

Take a rest. Collect your thoughts, and take a momentary pause to allow everyone some breathing room. Stretch some legs, drink some water.
As a GM, your creative ideas are the most valuable asset.

Take the time to organise them!

Look through your notes and think objectively about how and where it differs from your projection. Take this time to re-route your plan accordingly.

Trust me. Taking half an hour to not play will net a much better result than scatterbrain improv.

 

A good example is when one particular party of mine (and you know who you are) had inadvertently allowed the formation of a Witches Coven. After investigation the town and it’s ‘three mysterious figures’, they were able to question and threaten their way to an answer. The witches were forced out of hiding, and I grabbed my dice for combat so they could defend themselves.

The party didn’t care.

Apparently, they just didn’t like being lied to.

In fact, they were happy that the witches weren’t bothering them specifically, and let them be. Instead focusing on their next objective: Cross the border into the next country.

So the Mage-Knight turns to the evil witches and asks for their help.

Oh.

I called a time-out and I looked at the facts:

Would they help? Of course they would! The chance to personally guarantee that the only people who could stop their plan will far far away is too ideal for them to pass up on.

Could they help? This was the hardest. I had to rummage through notes and source materials. Reference guides. Spell definitions.

I came to my conclusion: Kind-of.

See, while they were unable to transport them personally, they were smart enough to be able to ask something else.

How does this affect my plans? Massively. I had timed the next four session as apart of a campaign to allow for paced exposition into the country. I decided to pull up three of those four sessions and re-allocate them in a new environment and new context, but still with the same result upo

and THAT’s how the party were sucked into The Void Of The Ancient God for a brief spell (get it?) and landed slap-bang in the middle of an Orcish civil war.

Leaving the intended route far behind, alongside my precious plans.

And you know what? It was all the better story for it.

Improvisation is hard, but it’s not your only solution.

Take your time, think it through, and see where it takes you.

Class: GameMaster, Level 2. [RPG]

Prepare for the best. Expect the worst. Plan to be suprised.

Players should always make their own journey. As the GM, you should focus on containing their ideals inside your vessel of a world, to then alter their chances of survival.
Like a scientist over a glass petri dish.

Refrain from making the mistake of thinking you can control those Players. You cannot.
Instead, save the much needed energy to make subtle adjustments. Sway their impressions, reward actions you find in line. Pavlov it up!
If you think if it as diverting a river, you take your time and do it carefully. One log at a time of only the most natural plot material. A sudden blockage will create only disaster, and liquids will spill everywhere. You have my word.

When planning your session: Plan to be flexible.
Your players will choose options unknown to you so it is important you are ready to create on the fly, and brace yourself to scrap plans no longer needed.

Note: By “scrap”, I mean “take away to use later”. Just re-skin the idea to fit nicely somewhere else. Let no good idea go to waste!

My Mantra is to make a “Game of Two-Thirds”.

When you sit down with your books and notes to spark the fires of adventure, think first of the time-frame you wish to occupy. Three hours? Ten? Weekly episodes?

For each session plan three stages, or scenes, anything you are designing to occupy time and focus. Planning three establishes pacing of “Start, Middle, End” and gives you enough content that on even the laziest of Sundays there is plenty of content to work with.

This is where it gets complicated: I’ve never seen all three happen.

Almost inevitably, only two of your planned scenarios will pan out in a way you have considered. It is a hard skill indeed to accurately gauge the timing and length of what you have in store, so take a good hard look at your scenes and choose your least favourite. It’s probably gonna go.

 

In a one-shot called Waxing Lyrical, I had planned my three parts:

-Act 1 would have the party assaulted by Mysterious Evil Force ™.
-Act 2 would reveal a quest to retrieve the sacred Plot Item ™.
-Act 3 would be the final showdown in the Evil Planar Dimension (C)

Two and a half hours into a four-hour session, it dawned on me that my ambitions were to great and I had scoped… poorly. 
It wasn’t going to work.

Bye-Bye Scene 2…

I placed the Plot Item ™ in their path, let them work out what it did, and have an NPC exposition at them in the end.

I’m proud to say we wrapped up fairly prompt! Only a whole hour over schedule…

Plan 3; Expect 2.

Class: GameMaster, Level 1. [RPG]

Us that play RPG’s have all been there:
The mage is out of spells, the rogue is still hiding, and the warrior just can’t hit that last goblin. It’s been three hours of real time and everyone is just waiting for it to end.

Combat is an essential part of the experience, so what can we do to preserve the blood-pumping risk-attentive experience, and prevent it from turning into a Third-Rate comedy act? It’s forgettable the first time, funny the second, and then it just turns tiresome.
So to encourage creativity, we must look at what we already have and be inspired by it.

In this case, let’s look at Combat Scenarios.

In many systems, combat is a different game with different rules, when compared to the ‘role-play’ aspect of the system. It provides powerful Role-Play moments, of course, but I like to look at it as almost a ‘mini-game’. But by no means is it minor.
Combat is a pre-defined challenge that players can engage in with confidence and familiarity. To many, they are happy to pass by political intrigue and personal ambition because they have the delight of knowing there is always something big and evil to be hit.

The expected conditions are as follows: There is a thing (or things) that is attempting to kill the player party. The Players must kill it first to survive.

That’s really all there is to it.

This is often complicated by rules, class types, monster varieties, game design. A good design means that the Kill Monster Don’t Die mini-game is entertaining.

What matters to me is how to keep it entertaining. It’s equally is simple:

Change a variable.

There are three variables for any combat: Allies, Enemies and Objectives.

In Kill Monster Don’t Die, the allies are the Player Party, enemy is Monster, objective is Kill Monster and Don’t Die.

Let’s spice this up, shall we?

Objective is now DON’T kill Monster, and Don’t Die.

Oh boy, this changes everything. Tactics must change to evade the threat of the new conditions.

The weary adventurers now must find a way to cleanse the dark cave of it’s troll without causing harm to the eco-system and bringing down the wrath of the Druid That Watches.
This doesn’t have to be a puzzle, or a ‘3-hour planning session’, it can be as simple as changing the weapons of choice to Beating Sticks, and saving a health potion for the troll when it falls.
But it does change the scene, makes it feel fresher, and applies limitations not normally considered, It pushes the imagination to use spells in fancy ways, or make creative use of an item long forgotten since Character Creation. Just remember to adhere to the limitations, and use them sparingly,

Lest the players get impatient and hurl a ‘Non-Lethal’ Fireball, of which there is no such thing.

The next tip in avoiding Combat Fatigue is to use only the time which is valuable. Combat typically takes a long time. Such is the nature of the beast. As a GM, you’re most likely using combat to set a threat and establish a scene:

Walking into an Orc Camp will have hostile Orcs.

Go for it! Throw some Orc Berserkers at the party for a right old scrap!

Don’t spend three hours in that combat.

If all you’re trying to say is “Orcs are here and they’re aggressive”, then you only need a few rounds of combat. Twenty-minutes top.

Likewise, if the party is venturing through some insecure route, and is likely to be jumped by low-level monsters like wolves, unless you have a scene in mind just don’t.
We already done it, we all know the outcome, simply narrate the journey as “having tussled with the local wildlife” and move on the the main events.

On this note: Read The Room! Many players itch to get their blades wet, others are more than happy to make their own fun.

Some my own players love parading their power, and a ten minute combat against a gang of Highwaymen is the perfect way to let them life their fantasy. In the end, that’s all we’re trying to do.

RPG’s have a huge luxury of instant feedback. Use this advantage to tailor your art-form mid-performance. If a fight is essentially won, consider having the remaining guardsman flee, or surrender, or offer information in exchange for his life, instead of taking ten minutes to inevitably die.

 

Finally, remember that RPG’s are Story Driven,

Combat is in essence a very serious situation. Men and beasts alike would never dare to pit their life on the line unless they had a driven reason for doing so.

A great way of making combat have an impact is by joining it with a plot thread. Have a reason for the wolves’ hunger. Perhaps the animal-lover will look for that focus. Perhaps the invading war-party were usurped and exiled.

Whatever the reason, by giving a story to the violence you create a real tie into the world’s immersion, and you explore player’s interests as they tug on some particular patterns and not others.

To wrap it up: Variety is the spice of Life Points, but don’t oversaturate the scene.
Change one condition; the environment; the actual goal. Keep it necessary and focused on it’s intended purpose – Give combat a purpose – Give the world’s characters a motive to build understanding with the players.

You know you’ve done a good job when players use Identifying Words when retelling their adventures. Your adventures should sound like out of contect Friends episodes!
-The One with the Chandalier
-That One with the Giant Bird.
-The Time with the Dwarven Assassins.

A GM doesn’t get to choose which threads are important. The Players do.
Use it as a tool to gauge direction and build excitement

And when the threat looms, capture your audience, and condition them to meet each combat as a challenge of courage and mind.
So they expect a tale to be remembered every time you utter those sacred words.

“Roll For Initiative.”

The Completionist

Completion hurts me,
It scares, unnerves,
disorients.

Beginnings thrill me,
Potential, opportunity,
Soaring intents.

The middle ground is lost to me,
No Man’s Land,
An abyssal orient.

Why must we rope these worlds,
To pull matter into matter into anti-matter,
They should cancel out, should they not?
Or create a monstrosity,
A Satire.

It’s hard to admit when I am wrong,
For I know them to combine,
A Big Band of heat and life,
until the remains cool and shine.

It hurts me to complete this,
but it is only fair.

I enjoyed it’s creation,
So I get my emotion’s share.

The End

Un(en)titled

Before the rules were set in stone,
Our life was tuned to a different tone.
Culture of nature was all that we’d known,
A seat at the roadside could feel like a throne.

We don’t know where we’re going.
We don’t know where we’re going.
We don’t know where we’re going.
But we know we’re not supposed to.

Our hive-mind is a labyrinth,
and google maps ain’t helping,
We trudge on through our future,
making songs of the squelching,
of mud, making rhythms from the trees,
but this jungle is a woodland,
and you all made of concrete.

So please, let me take a load off in my roadside seat.

How are we to “forge our own paths”,
find the new ways,
when we busy working split shifts,
burning out our days?
I don’t mean to be no critic,
No special flake of snow,
but how’re we meant to do this?
Do you even know?

Do you even care?
Of course you do.

When I ask of you.

But do you know to care when it ain’t your problem it ain’t fair?
Cos you’re not the one at your desk,
hands in your hair.

i’d live in the wild if I could,
If I knew how,
But all the land is private,
and you got to pay for that now!
If you want coin,
you gotta work for the city,
Now we ain’t in poverty,
but this is first-world slavery.

‘The concept of horror is expressive,
of the anxieties of that age.’
But you can’t expect to put depression,
up onto that stage.
It’ll still charge for the tickets,
and we’ll fall for it’s con.
But these spotlights are streetlights,
The whole block’s looking on.

I ain’t causing anarchy,
but I’m tilting street signs,
To find out if we remember where to drive,
If we take away the lines.
Will we spill out cross country,
No longer looking for the sides,
Or do we build new walls,
a new box to be confined?

So I’m leaning over traffic signs,
trying to get an angle,
Trying to get perspective,
of how it’s supposed to be handled.
Sure, there’s the Law,
but there are unwritten rules,
That we unwittingly break,
They don’t teach those at school!
So why, on earth,
Do you expect us to do it properly,
When you throw a tax on it,
and make a monopoly!

You can’t claim it’s Twenty,
and speed on doing thirty-five,
when we’re sitting in the sidelines,
trying to keep our dreams alive.
So excuse me if I excuse myself,
cos I’m not playing this game.
I’m doing it on my own terms!
I’m keeping myself sane!

I’ll do my duty to myself,
The country and the needy,

To practice self-assurance,
more than you’d need of me.

Let the others take the standard,
all nice and single filing,
Point a lens at my face,
and,
….
Well.

You might just catch me smiling.

Sewing

Stitch-by-Stitch,
Thread the needle,
You have to.
Slow down, Deep breaths, Concentrate.
You’ve picked your thread,
Sat down with the problem,
You have to start.

Stitch-by-Stitch
Pick a place,
Anywhere.
Line up, double check, push through.
The hard part is over,
Now it just takes time,
Please be patient.

Stitch-by-Stitch,
You have all day,
No pressure.
Watch a show, chat to a mate.
Progress is guaranteed,
Do not lose hope,
It will take forever,
If you count;

Stitch-by-Stitch
let it happen,
progress.
Footsteps in sand, the journey,
will pass hours,
and that’s OK,
just keep going.

Stitch-by-Stitch,
Before you realise,
You’re done.
You’ve fixed the hole in your life.
Broken the rhythm.

Stitch-by-Stitch

A Plague of Gripes: Chapter 2 – Blessing

The morning sensation of snow crunching underfoot was the only sound to be heard. It was fresh and cold and signed that the turning of the seasons would be happening soon.

If not already.

The footprints led up to a holy man; bowed low, prostrated upon those flagstone steps. A bronze bell with its clapper removed clasped in his hands. A frozen reminder of his long travel here. Normally the priests of Deviatus were familiar with their own lands, but he was specifically sent for. He was a Sacred Healer.

Fully rounded spectacles lurked anxiously from behind the curtains, until the robed man-of-God stretched back upright to his attention. No time was lost in opening the door and welcoming the traveler inside.

“Ah, Master Grutch, I have assumed. Thank you for your hearth and home.” Choired the Priest, rubbing his hands by the fire without shame or poise. “If you would give me but a moment, and a tankard of brew if you would be so kind, then I shall be right with you.”

“Y-Yes, of course” Nodded the Master, already hurried into the kitchen. He returned immediately with a pitcher of simmering Oakenhoney tea, prepared in anticipation.

“Thank you. This shall warm my hands also, as you warm my heart. I’m thrilled to hear my- Deviatus’ successes have reached this far, but, your town has it’s own healers, does it not? Both Church and Province.”

“That it does, yes” Answered the Master. “But I have exhausted those options already. I have heard of you from the trading roads and thought to send a letter. To think that you would respond and arrive within a few days of each other… Thank you. I can pay well…- well enough at least to compensate you for the travel. Do you have any questions before we begin?”

“No, no” Waved the Priest. “Your letter was descript. Where is she?”

“We’ve had to move here downstairs into the cellar. Our regular, Doctor Tarnished, believes she may possess an aura of pestilence, and needs to remain contained as much as possible, should her sickness darken the house. We’ve kept the fire blazing ever since to burn out the Evils, and she is well comforted and watered.”

“Good. Good” He nodded affirmatively. “And of yourself. It takes no study to see that you yourself are hollowed, Master Grutch.”

“Yes, Sleep has eluded me much over the weeks, and I admit I have spared no time searching for it. It finds me when it has to, but I cannot allow myself that rest. Not until I know I’ve done all I can for Rheni. There is still so much to be done!”

“Yes. there is.”

Setting aside the empty tankard, the priest was lead beneath the stairs into a refurbished cold seller. Blankets nailed to the walls and furs draped over every brick housed a single cot in the center of the room. It coughed in greeting.

The priest bent low to meet Rhemi’s gaze from the bedside. The Master watched intensely.

“Rhemi? My name is Chosen Forthre Constum. I’m sure you have seen many like my by now. I am also a healer: of the Life-God Deviatus. He has sent me far to your land to let you live His Life to Revel In All Things. Let Us Begin.”

The room dimmed in a rush of frigid air; hairs of vibrant green light coiling around the bed like serpents, and in the storm chimed a bell.

 

“Tttttttttttttttttrrriiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiing”

 

The magic striked inwards

 

“Tttttttttttttttttrrriiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiing”

 

The body of the woman glowed a hot white as the lances of hallowed magic lanced through her very soul.

 

“Tttttttrriiiing”

 

All went still.

 

“Deviatus has seen this place. He has seen this Plight. He has acted In Accord. Blessed be to Life.” Chanted the Priest.

The Master pushed past him

“Rhemi! Did it work, Rhemi? Are you well?”

She forced her eyes open, colour returning to her iris. She gave a smile, unstrained.

“Ye’, br’ther. I think the nice man jus’ abou’ got it. Could I get a drink of water please?”

The Master bubbled with relief.

“Of course, right here, see?”

He brought over the cup to her lips where she took it in both hands. It took everything he had for the him not to cast aside the vessel and embrace her. Instead he turned to Priest Consum.

“Thank you, thank you so much!” Blinking back his tears, he pulled out a coinpurse and gave the holy man the lot. “This should cover everything. It was all I had left from the other treatments plus my own earnings extra. Every last coin of mine.” He chortled. The taste of irony thick on his tongue. “I guess this must be a sign or something.”

“Maybe young Master. Maybe”, The Priest Comforted, tucking the bag within his cowls. “Come, see me off. I have far to travel before the winter hardens.”

“Of course, of course”

They escorted each other to the front of the house. Daylight diminished into the dim night-set. They shook hands once more, wished each other more blessings, and the Master watched the Priest retrace his frozen footsteps down the flagstone path.

And from the depths beneath the stairs; Rhemi coughed.

A Plague Of Gripes : Chapter 1 – Diagnosis

A more recent piece of Character Creation is written as multiple chapters as it’s situation is more complicated. At the time of writing, I play in a running game of Dungeons and Dragons as a doctor. The concept was based around addressing the morality of the world of D&D, and thus a created a Lawful Evil character who must work with a very Good-Aligned party.
The burning question was how does one make a good villain?
It is said that every antagonist is the hero of his own story. Many of which are simply doing what they feel is best which is no different from the ‘Good Guys’. So I set out to really ponder the Path To Villany, to turn, to justify a person’s common actions in manner which I hope to be universally understood as evil, but not entirely wrong.

 

A humble city lay restful; deep in the boundaries of the human lands where trade and travel lent peaceful tidings to it’s dear and fondly denizens.
Among the thronging streets lived a double-story house, thin and langly as if squeezed tall by it’s neighbours and shadowed by a oaken tree whose sole purpose seemed to be to coat the square flagstone path in dry auburn leaves. Leaves which scatter to the wind as a small child runs in leaps and bounds, bounds here meaning the bindings of books and parchment clutched to the child’s chest, compelling him forward by their weight.

The door slammed open as he pushed past the latch with his shoulders.  The stairs creaked and croaked as he bumbled two at a time up and up into his study. His parents had meant it as his quarters, but save for a simple bed poking from behind the door under a canopy of papers, it could not realistically be called so.

“Ma says ‘welcome home’ an’ asks if yer comin’ down fer din-ner” squawks a mass of curly hair, causing the boy to lurch in shock. The desk politely catching most of his now cascading books.

“Oh, hey Rhemi”, He replied, turning to face his sister who had simply appeared behind him. She was of similar age, not even four seasons older than he, and she displayed it so often by disregarding his attempts of seclusion. He was not ungrateful for it. While he was cheerful enough with his classmates, they never really… mattered. “Friends by convenience”, his dad had offered. But with his dear sister he could divulge in the rest of his life, his musings, his thoughts and she would listen and interrupt, but to anyone else he simply could not will the same comfort.  Unless, of course, the conversation turned to the sciences; Alchemy, Botany, Biology. Things in beakers that once croaked and fizzled and grew, bubbling pots of sulphuric colours and vivid odours! Oh how he loved that world within their own that so many people are too comfortable with ignoring. But not him, oh no! He would often bug and batter his poor tutors outside of their own comforts, and when their patience would inevitably wave, they would thrust upon him learning materials, some of which have now rolled to a stop at Rhemi’s feet.
She stoops low to inspect a scroll.

“Com-pound-ed Keeyan…id- keya-nide….-Hey!” She started at the sheet snatched from her fingers and eyes.

“Cyanide.” Explained the boy. “Compounded Cyanide. It talks about how to make the chemical.”

“You mean like the poison?!” Recoiled Rhemi. “MAAAAA! He’s makin’ poisons again!”

“Well he can leave them upstairs until after dinner!” Replied the stairs. Or presumably a voice from beneath them.

“Righ’ well I’m goin’” piped Rhemi, already pattering down the steps. “You comin?”

“‘Course Rhemi. Right behind you, as always.”

 

——————————————————————————————————–

 

The leaves of the path flew aside once more under the force of a now much taller man. Thin and adolescent, he pushes himself into home once more. Panting red faced from the run from College. It was a specialist school more suited to his inclined tutoring desires, and prestigious in it’s own right. One for the scholars, not for the mason-workers. Not for the masses.

None of that mattered now as he stumbled into the living room; a roasting fire warming a huddled blanketed mass upon the soft long-chair. Three figures in the room turned to face him: His parents, and Dr. Tarnished, A fourth lay pale faced and coughing.

Rhemi.

“He sa-…” Choked Father. Unable to speak past his tears. A hand falling onto his shoulder from Mother, who takes up the gauntlet of telling him what he now clearly realizes is bad news.

“The kind Doctor says that there’s nothing that can be done.” Mother speaks slowly, as if trying to challenge the words themselves of being lies.

“He says he can put her to sleep before-” She chokes.

“Before it takes her.” Concludes Father, a semblance of composure regained.

Silence stole the Son’s lungs as reality settled into anger.

“No it’s not! It can’t be!” he accused. “Doctor Tarnished! You said- You TOLD ME that modern medicine can achieve anything!” He rushed to the Doctor’s side, grabbing his shoulders.

“Why the seven hells can’t it achieve a fix for… this!” He ejected his arm with his voice towards the laying figure to puncture his failing linguistics.

The room fell silent again save for the crackling fire. A loud pop of the embers prompted the Doctor’s response:

“I’m so sorry. My dear student I am so very sorry. There just isn’t a known cure for this particular case-”

“THEN FIND ONE!”

“Would I could. If I had more time, more funding, then only maybe.”

Tarnished took a defensive step back, hands outward in a calming manner. The Son stepped into the space closing the distance.

“So I’ll pay you. I-I’ll use the money from the grant I’m getting at our College!” He took a half turn to address his parents. “I’m getting a grant this year.” A sheepish smile forcing upon his lips.

“You can take that, Can’t you Doctor? It’s all above board, and I don’t really need the money cos I can just use my equipment I already have.”

But Dr. Tarnished had already come to his conclusion.

“I’m sorry, child. There’s nothing to be done. This case is so rare as it is that any investment into it may go unused for quite some time. It’s been decades since this particular case has last been diagnosed. I should know, I did it myself”.

This silenced the Son. He was defeated.

“My greatest condolences, Mr. Grutch. Mrs Grutch. You have a wonderful family here and the community will mourn your trying time. Your son is most wonderful at his craft, and your daughter-”

He chose his next words carefully.

“I will continue to do everything I can for her as she is. But for today all that can help her is a warm fire and rest. Please keep me updated on any sudden changes. I shall return on the morrow and every morrow further until… I am no longer needed. You need not worry with payment until later.”

With that, the Doctor picked his bag from the floor and left down the flagstone path; wrapping a long scarf over his shoulder against the Autumn chill.

 

Leaves blowing at his heels.