Tag Archives: player

Metroplex RPG Expo

Hey DFW friends! Mark your calendars for June 2! Whether you are an experienced tabletop role playing gamer or you’ve only watched an episode of Critical Role, this is a great chance to try your first role playing game, try a new system, or just meet other tabletop gamers in the DFW area. Bring the whole family for a day of fun!

This event is a demo day for ALL  types of role playing games and expressly designed to introduce first time players to a variety of role playing systems. Everyone is welcome and no role playing game experience necessary. Our goal is to provide RPGs that players have never played before in hopes of increasing all types of RPG gaming in our community.  So, if you’ve always wanted to try a game we offer, here’s your chance.  And rest assured, all the other players will be first timers as well.  Most games will have pre-generated characters to keep the flowing, will go over character sheets and game basics, and then get right to the heart of the adventure.

So, try out a new game! These are all great systems and there a ton of good games out there in addition to D&D.

Click here for everything about events, times, and registration.



So after some unfortunate shuffling of the deck chairs in our 7th Sea game, we brought in two new players.  One of them, a very serious and historically minded type comes to me and says, “I want to play this?  I don’t see it as a background though.”  “No problem,” I say.  “Let’s see what we can do.”

The background in question was the Dragoman, an envoy and diplomat in the Ottoman Court.  With the preview of the Crescent Empire book beginning to circulate through the kickstarter channels, I figure this is a timely addition.  Especially since that background isn’t included.  Probably because of the focus on language, one of many things this edition of 7th Sea shuffles into the background.

Actually, creating a new background wasn’t difficult at all.  We took two comparable backgrounds, the Courtier and the Consigliere (Vodacce), and smashed them together.  Then there was some jockeying about what Advantages (besides Linguist) to include.  In the end, we settled on 6 points of Advantages as there is precedence for this.  In the end, the hardest part was coming up with a Quirk!  So I turned to the Facebook fan group for that.  In the end, I think it turned out pretty well, and makes a great background for a Crescent agent adventuring in Théah.


Crescent Empire Background

You are a bridge between cultures; an interpreter, mediator, diplomat, and guide in foreign matters in the court of the Empress.

Quirk: Earn a Hero Point when you solve a problem using knowledge from a culture other than your own.

Advantages: Linguist, Friend at Court, Honest Misunderstanding

Skills: Convince, Empathy, Notice, Scholarship, Tempt

New! Witch Hunter Character Creation Workbook. A Late Christmas Gift.

I hope everyone has been enjoying the holidays.

Of all the cheat sheets and references I’ve made for Witch Hunter, probably the most valuable for us has been the Character Creation cheat sheet.  It doesn’t get used very much, but it proved its worth when we welcomed a new player a few months back.  It’s also very handy for auditing characters.

Having it as a Evernote note has had its ups and downs.  So last year, I set out to create a PDF version.  The result morphed into something very new.  And now I’m making it available here on downloads section.

The Witch Hunter Character Creation Workbook was envisioned as a four-page folio with a double-sided worksheet insert.  It walks you through the character creation process, complete with page references and highlighted rules references.  The format, I think, is even better than the older Character Creation worksheet.  I think Witch Hunter: Revelations players and GMs will find it especially useful.  It does make one assumption, that the group will be using the Heroic Power Level (as opposed to Gritty or Cinematic) when it comes to Advancement.

So give it a look.  And may 2016 be a good year for Witch Hunting!

Faith and Witch Hunting

Over on the Paradigm forums, heathd666 posed an inquiry from one of his players:

One of my players asked me if they could not play such a “holy” person for the game. I scanned through the book but didn’t find a answer for her. On a side note she usually plays the slutty thief/assassin type of character from our group. So my question is does someone choose to be a witch hunter or is it where “God” or the deity in question chooses you to be a witch hunter whether you want to be one or not. I kind of think of it like Sanya from Jim Butcher’s “Dresden Files” novels. He carries one of the swords from god and has the powers of them but he is a Atheist.

The power of Christ compels you!

I suspect this is not an uncommon issue with Witch Hunter.  It sure was one of mine when I first read the original edition back in 2008.  The concept of God is so baked into the mix, so inexplicably tied into the characters, that even to someone who is a non-practicing Christian like myself, it can feel a bit heavy handed.  Every single one of the Orders of Solomon has some basis in religion (Christianity or Native American spiritualism).  I’m sure the emphasis on faith in the game has cost it a couple of players.  After all, some gamers (myself included) can be twitchy when it comes to religion.

What’s a person who doesn’t want to spend a fun evening spouting bible verses while they roll dice to smite the wicked to do?

Then the second edition came along and I gave the orders a much closer look.

Now, first things first, let’s take into consideration what the role of Faith was in the 17th Century.  Unlike our modern era, it would have been really hard to be an atheist or an agnostic during that period.  For one thing, the Church held a LOT of power.  It was the center of the community in rural, pastoral communities, especially in the colonies.  But if we are honest, there were probably a lot of folks who slipped through the cracks and were pretty hostile to religion then too.  They just didn’t write history books or get mentioned in seminary schools.  Others (like the nobility) had the luxury of only paying lip service to Church and faith.  And it’s not like the Church of Rome was above reproach during this period.

According to the in-game fiction, witch hunters receive special powers from a higher power. These aren’t just granted to you because of your birth, or your faith.  They are awakened within after your (background) character survives a brush with the supernatural (catalyst).  It’s kind of Buffy-esque.  One slayer dies, another’s power awakens and a Watcher seeks her out.  In the World of Witch Hunter, when a werewolf eats everyone in your family but somehow you escape, the experience might awaken supernatural powers in you.  The Orders of Solomon find a lot of these awakened souls, but many slip through the cracks and go rogue, or join tiny cells of other awakened individuals.  The Orders of Solomon are simply the big umbrella organizations operating throughout Europe, the New World, or even the East.  It’s not as though an angel of God visits you and says, “Congratulations!  Tell him what he’s won!”  You’re still traumatized by your catalyst.  All of a sudden, you can do things others cannot.  Now here comes some guy in a fancy suit who tells you this is a gift from God and introduces you to your own catalyst surviving support group.  Who WOULDN’T want to believe that?  And, in the case of the Crusaders Inviolate, the poor fellow who starts asking too many questions is probably going to be ruled a liability and kicked off the island in a bloody and discreet fashion.

While the core rulebook focuses mostly on Europe and the Colonies of the New World, it makes one thing very clear: Witch Hunters exits in all faiths, Christian and otherwise.  The Ghost People and Dreamwalkers are Native American orders that have no relation to the European orders and are certainly not Christian.  Yet they possess all the powers and benefits of witch hunters.  This is expanded on in other sourcebooks.  We have orders of Witch Hunters among the Jews (Seekers of Emet) and Islam (the Falcons of God — and you can bet Sunni Islam probably hosts two or three orders alone!).  Most witch hunters are pragmatic enough to believe there is some symmetry to faith, that the Great Spirit of the Native Americans is just another reflection of the Christian or Islamic God.

But you can always count on the Aztecs to screw everything up.

[Semi-Spoiler Alert!!!]

In the Aztec Empire sourcebook it is revealed that even the Aztecs have orders of witch hunters among them, and that the Spanish witch hunters have no idea how that’s possible given the gods the Aztecs worship.  But considering there might be witch hunters among the Hindu and Buddhist faiths, this makes total sense.  So obviously the relationship between witch hunters and faith is a lot more complicated.  Perhaps, depending on your perspective (here’s a gimmick for your Lightbringer character), there IS NO relationship between faith and witch hunterdom.  Perhaps the power exists in all mankind, dormant and forgotten.  Cue the Order of Judas!

No, seriously. Have you heard the Good Word?

So with that established, let’s look at a couple of Orders that offer plenty of wiggle room for those players who might feel dirty when they start talking about God, or those who just like to do things differently.  Each of these are pulled right from the religion descriptions of each order.

The Crusaders Inviolate are devout; however, their understanding of the word of God is unique to the brotherhood. It approximates Catholicism, but includes aspects of animism, pagan religions, and other more exotic rites. The Crusaders Inviolate would simply refer to themselves as soldiers of God.

Subtext: No one else observes Christianity the way the Crusaders do.  They may as well be a sect onto themselves.  Any right-minded Christian would accuse the typical Crusader of any number of sins against God (heresy, idolatry, you name it).  In other words, your character is devout, but to what?  Remember, the Crusaders are descended from Knights Templar and for whom Freemasonry is a front.  A creative player (or GM) can half all manner of fun defining what Crusaders actually believe.

The Lightbringers are distinctly humanist. Religion can be a substantial part of that belief system, but only if it embraces human potential and free will. Most Lightbringers, for in- stance, embrace Christianity for its philosophy of the elevation of man. Lightbringers disdain any theology or sect, however, like the Puritans’ that proposes predestination or original sin.

Subtext: The Lightbringers are Christians the way we often interpret the United States founding fathers these days: as deists.  That is, their brand of Christianity is a weird mix of philosophy, legal thinking, and erudite thought.  Your average modern born again Christian would be aghast.

The Stalkers of the Unseen Hunt tend not to put complete trust in such religious trappings. Perhaps this is because the priests of their homelands, worshippers of pagan gods and nature spirits, failed to protect them so long ago. To them, the wilds are battlegrounds, places to which they venture out of necessity. Nature itself, if it has any sort of divinity, is no more caring than the Christian god who has failed the Stalkers time and again.

Subtext: Well actually, you really can’t get any more overt than that.  The Stalkers don’t care.  You say their powers are given to them by a higher power?  “Sure,” they say, “but what higher power?  Your’s?”  You can easily envision a stalker brandishing a weapon and saying in her best action hero voice: “This is my faith.”  The Stalkers are always going to be the ones who question the blind faith of others.  “If God is love, why is there suffering?  If he made man in his image, why are we such a murderous lot?  Satan, eh?  Well he can kiss my ass, too.”  Of course, you can also have a completely faithful Puritan style Stalker standing next to her arguing the opposite.

Also noteworthy, the introduction to the Stalkers includes: “All that matters to its members, regardless of the faiths they pray to, is the hunt.” [Emphasis Mine]

The Order of Rose and Cross tend to be Christian, except for those few members who are American Indian (see above). The philosophy set down by ancient texts in which the use of magic and ascendancy of reason is married to the Christian Faith is also followed; though this aspect of the Order is kept quiet for fear that the Church may view it as signs of corruption and heresy.

Subtext: I’m careful about what I say about my faith because I don’t want the Inquisition on my back.

So there you go.  Four different orders that could easily accommodate a non-religious (or pagan) witch hunter.

But wait!  Faced with the absolute proof of the existence of Adversary, why would any witch hunter not fall in line behind a belief in a higher power, God or otherwise?  Well, most do.  But that doesn’t always have to be the case.  Let’s turn to those pesky Winchester brothers of Supernatural, a show I think should be a substantial influence on any witch hunter campaign.  When faced with absolute proof of the existence of a benevolent God (they hang with an angel of the Lord for crying out loud), those two knuckleheads come to the conclusion that God is an omnipotent jerk.  That’s pretty much how things operate through a lot of the Dresden Files series (at least up until Skin Game – that’s as far as I’ve read so far), which is another good source of inspiration.  I think this point of view can work very well in the world of Witch Hunter.  After all, an omnipotent, all powerful God relies on human emissaries to do his dirty work for him, and people still die horrible miserable deaths even without the help of the Adversary.  It’s easy to see how any witch hunter could be jaded and lose faith.

It’s easy matter to accommodate a “faith-less” or agnostic witch hunter in almost any core Orders of Solomon.  There are exceptions, though. The Ashen Cross is tied into Catholicism. The Sunwise Circle is likewise tied into the Russian Orthodoxy, but are open to working with those of other faiths.

So as you can see, players have a lot of latitude where it comes to their characters and matters of faith.

Holding Things Back

Over on the Kobold Press blog, they recently published an article, Steely Gaze and Lethal Blows, about injecting pulp-style combat into Pathfinder and DnD.  While an interesting concept, what really struck me was a quote from the old 1980’s Conan movie:

“In time, his victories could not easily be counted… he was taken to the east, a great prize, where the war masters would teach him the deepest secrets.”

One of the continuous themes I read about with old school games is how they push exploration and discovery in the milieu.  And while modern games don’t prohibit this, most kneecap it by front-loading all the rules and capabilities for the players’ eyes.  Pretty much every system that offers a scheme of advantages/disadvantages, or exception-based rules, does this.  If I create a character in one of these systems, I know everything my character will ever be capable of.  I know how to qualify for the highest ranking Feats, what a master of my fighting style is capable of,

Nothing is held back.  It’s all there in menu format for the players to pick and choose from, to plan out their characters’ fortune.  And the only hurdle in their way is a list of prerequisites or requirements.

Hooray for player empowerment!

But its entirely at the cost of discovery and mystery.  Boo for GM world building!

What if every character capability wasn’t available for you to examine from the start?  What if the Feats, Advantages, Edges, Talents, even Skills and Specializations available to your character at any given time were entirely dependent on where your character is in the campaign world?

Lately I’ve been doing a lot of thought about Fighting Traditions in Witch Hunter, so let’s look through that lense.  In 1689/90, the city of Frankfurt hosted three swordsman guilds: The Brotherhood of St. Mark (Marxbruder), Federfetcher, and the Brotherhood of St. Luke (which was not a formally recognized guild and is described as a society of hooligans).  Now, lets say Marxbruder and Federfetcher both cover the same Fighting Tradition, but each offer a different assortment of fighting styles (talents) a member might choose to advance in.  Want to know what those are?  Join the guild!  They’ll be happy to tell you…then.

Oh, you want them to divulge their secrets before you sign on the dotted line?  Sorry, Charlie.

Bottomline: There should be benefits and rewards to exploring the game world.

But what if I make the wrong choice?  There’s a wrong choice?  How would you know?  Why would you know?

But what if I want a style the guild doesn’t offer?  Easy.  Either resign your membership and join another guild…and face the consequences of doing so.  Or leave town and seek out another guild, or better yet a master in the tradition, who can teach you this technique.

Where can I find this guy?  Ask around.  Follow leads.  Travel.  Talk.  Explore the world around you!

In one of the first continuous campaigns I played in, magic fluctuated on a geographic basis.  So when the party mage got himself killed, the rest of us traveled half way across the continent to have him raised.  Was it convenient?  No.  Was travel hand waved?  Hell no!  Was it fun and rewarding?  Hell yes!

We’ve been doing this with magic in our games forEVER.  The mage finds a cool tome in the library of Alexandria and now has the chance to learn a couple of new spells, some the player knows about and some that are completely new.  Why should talents, feats, edges, fighting styles, and even skills be any different?

So how can I implement this in my own game?  Well, for one thing, when that shiny new supplement rolls out on the treadmill, don’t allow it.  Oh, the players can read it all they want, but none of it is available to them.  No, carefully go through all the new abilities and make them available on a case-by-case basis.  A retired adventurer in the village of Hommlet can teach you an assortment of Knacks, or a Feat.

Wait?  Training?!  GROAN!!!  There’s no reason training in any game system needs to mirror the old AD&D training system.  That system was put in place to siphon off the vast treasure characters were amassing and assumed that players had multiple characters active in the game world at any given time (time keeping).  In a game like Witch Hunter, the orders would have access to masters and trainers, so gaining access is more a matter of geography than finances.  And time?  If the game assumes combing through a library looking for some odd detail on an obscure line of supernatural beastie, then why would we then assume it takes more than a week (downtime) to master a fighting style or Talent?

A week of downtime?  GROAN!!!  Ok, you need more incentive.  How about this, while training costs time and/or money, what if it also lowered SP costs?  Say – to pull a number out of the air – by 0.6.  This reduces the cost of a basic Talent in Witch Hunter to 30 SP, the cost of a skill specialization.  A Greater Talent would cost 45 SP, and a Heroic 60 (that’s a 30 point discount!).  Now before you think I’ve lost my mind, not all Talents would be available for this sort of treatment.  Maybe 2 or 3 in any particular location.  And the ones that are available don’t need to be advertised.  There’s no bulletin in the town square that reads, “looking for a good deal on Talents?” Think of them more like easter eggs embedded in the game world.

And what are the rest of the players suppose to do while my character is learning the finer aspects of Incredible Reflexes?  What else?  Find nasty evil stuff that’s going on around them to eliminate.  What?  You guys aren’t good enough to find a witch in all of Copenhagen?


Thief-taker: A Background for Witch Hunter

It’s a bit anacronistic, but as historical-fantasy, I think Witch Hunter can take it.


Requirements: Intuition 3

You are a thief-taker, solicited by the victims of crime to recover those stolen belongings precious to them.  The more zealous of your clients further charge you to bring the thief (or thieves) to justice.  Your intentions may be noble or corrupt, extorting your clients or the criminals themselves while making certain your talents are always in demand.

Social Standing: Professional

Abilities: Intuition, Personality, Reason, Toughness

Background Skills: Charm 1, Craft (Evaluate) 1, Empathy 1, Notice 1, Streetwise (Underworld Lore) 1.

Thief-takers gain elective skills in the following categories:

  • Fighting: 2
  • Interaction: 2
  • Movement: 1
  • Professional: 3
  • Reaction: 2

Kit: Common Garb, a Quick Weapon, 100 Resource Points

The Usual Suspects: Thief-takers gain +1d to all Interaction rolls against those with substantial ties to the criminal underworld.