Rebellion Themed TTRPG Campaigns: Guerrillas, Freedom Fighters and Pirates

I’ve been wanting to get back into writing campaign settings and ideas down, so thought I would once more blow the dust off the blog. Yesterday I encountered some really interesting blog posts about trying new ways of writing D&D to avoid some of its western and colonial tropes. The general idea that has been kicked around for, well, pretty much forever at this point is that D&D is about killing things and taking their stuff, and that is generally a bad idea with a lot of really unfortunate parallels in real-world history; many much more well read people have already written about this, so I don’t think I need to go into that further. However, it is also true that killing things and taking their stuff and getting more powerful is one of the core attractions of D&D. In Playing at the World by Jon Peterson related that back in the first proto-D&D campaign, Blackmoor, the GM Dave Arnesson got frustrated with his players as they kept going down into the town’s dungeons to gain treasure (a side game) instead of engaging in the main wargame he had built.

Which brought me to thinking: What type of narrative would leave the players in a similar situation as to D&D? They can’t be working for an organized military, or they’d be issued weapons and uniforms and not have the freedom to choose what they’re doing. They can’t be in a situation where they can just go to the store and buy what they need; they need to either be out of money, or the weapons and armour they want to buy can’t be available in stores.

This all took me back to the Star Wars novels I read as a kid, where the rebellion had to raid Imperial convoys for weapons and supplies; to Skies of Arcadia where the (Spanish-inspired) Valuan Empire is raided by the Blue Rogue sky pirates, who live on hidden floating island bases and use the money to support their families and community; to Robin Hood, stealing from the rich to give to the poor; to The Crimson Shadow trilogy by R. A. Salvatore, and to Daybreak 2250AD by Andre Norton (Also known as Star Man’s Son by Andrew North) where a lone explorer searches through a deserted city looking for books, tools, and other useful items he can take back to his community to help them.

I’m seeing a setting where an invading force, the Malonusian Empire, has pushed the heroes far from their original home and walk of life, forcing them to become part of a hidden community. Think of Robin Hood’s Sherwood Forest settlement, a small ‘fishing’ community (pirate haven), or a small frontier town, just outside of the expansionist power’s sphere of influence (or just within it, so while it nominally pays taxes to them, they don’t have much actual influence).

The heroes break into dungeons not just to take money and seize weapons, but also to free the prisoners in that dungeon. They steal money and valuables that were stolen from their people originally, or to fund the war effort, or possibly even to pay the unfair taxes that the invaders have levied on their home. They steal weapons and magic items to turn them back on the invaders.

That also removes some of the more tried and boring moral cliches that have been injected into the hobby since the 70s: Why are there no orc children in the dungeon? They orcs are mercenaries brought along with the invading army; their children and non-combatants are back in their homeland, or at an encampment between there and here. Why are there a bunch of weird monsters in the dungeon? Because a sadistic noble brought his pets along with him, or maybe they’re guard animals for a military base. Why are you delving into an abandoned temple? Because your forces cached a bunch of weapons and magic items there as they retreated last time. Why are you looting that tomb? Because your great-grandfather fought the Malonusians in his day with a magic sword, and you are dead sure he would want you to bring it out and let it do it’s job again.

Now, this isn’t just going to be a blood-soaked romp through enemy forces; you’ve also got a community at home. That could be a poor district in a large city that is keeping its head down and hiding you between adventures, a camp in the woods, or any of the other options I mentioned above. That is where you keep your non-combatants, remnants of the army, or other bands doing the same thing. Some of the blog posts below have listed some cool ideas about how to model helping out a community like that; I’ve also thought that it would be cool to see the type of treasure you bring back helping the community. If you’ve brought back a bunch of weapons and armour you don’t need, perhaps the town doesn’t lose so much to bandits the following year, or you meet other groups of rebels using familiar-looking gear; a load of medicine causes the wise woman’s cough to clear up, letting her help more people; a load of lumber means a stronger palisade or new barns; and so on.


I’m thinking there will be convoys and ships of supplies going to the garrisons that you can raid for food and weapons, convoys of treasure headed back to the enemy homeland, corrupt sheriffs and tax collectors, armouries that can be raided, and even municipal offices full of records that can be burned to hide people or things from the authorities. I see rich nobles moving outwards, building mansions on stolen land, prime for raiding and burning. Also once those records are destroyed, I see mines and quarries full of prisoners of war and unjustly imprisoned common folk, ready to be raided and liberated and either sent home or taken to your hideout with you, depending on how hard it is for them to blend in once again. Perhaps you liberate such a group, then need to attack the local courthouse to burn the records so they can go home.

Now we come to some old advice from a column in Dragon magazine I read many, many years ago: An altered D&D, not an altered setting. What needs altering will of course be rather different between GURPS, OD&D (and it’s various retroclones), D&D3e (3.5, Pathfinder, etc), Alternity, and so on, but I can think of a few general things. First of all: Scrying has to go. It is going to be really hard to be dashing rebels if the enemy can just cast a spell to find you. You could do this by removing those spells from the game, limiting how many enemy spellcasters are powerful enough to cast those spells, or restricting the use of those spells. If you have a lot of powerful, secretive nobles and politicians stabbing one another in the back, it could be they’ve restricted research into those spells or even outlawed them. Yes, it hampers their own military and occupation efforts, but that is less important then getting away with assassinating the Minster of Trade so that someone’s failson can take up the post.

The other thing I would suggest altering for this setting, or have an in-world reason for, is city and military base construction. What I’ve seen in a few cases is DMs altering the world around player powers, as if these things are really common, so they don’t put open courtyards on castles, they have military facilities mix metal and stone and glass shards into the foundation to prevent earth elementals and spellcasters from using their abilities on it, and so on. Pretty soon, everything looks like a modern military camp or industrial facility more then a fantasy castle or such, and this kind of change in tactics can restrict player creativity if it looks like the enemy has accounted for everything the party can do.

Instead, develop the enemy in ways that force players to keep being creative. Give enemies cultural or political reasons to not be ready for the players’ basic tactics, and then let them react and adapt to what the players do. One place to start is limiting the number of high-level casters in the military: that could start as a cultural blind spot with spellcasters mostly being upper class, making them more likely to be officers than sappers or engineers. There’s plenty of historical examples to draw on for reasonable blind spots: sure, not letting enemy flying cavalry units swoop down on you seems obvious, but given that multiple highly successful empires (Rome, China) had to have training manuals telling their generals not to attack across rivers, as it was a good way to lose an army, it isn’t at all unrealistic that they would miss a few things. Remember that historically, lots of civilizations’ military leaders weren’t full-time, career officers. They were rich men and politicians who’d paid to command an army as a chance to make even more money, or to get a better job after the campaign was over, and a lot of the enlisted officers would be 3rd and 4th sons of rich families. But there’s always room in the command structure to add someone who actually knows what they’re doing, who can develop countermeasures to spells and tactics the party use repeatedly, and make players keep thinking of new ways to accomplish their goals.

Anyway, that is all I can think of for now; I’d love suggestions of other adventure ideas, or additional sources of inspiration.

Influences and further reading:

  • An Arrow for the General: Confronting D&D-as-Western in the Kalahari
    • The Ava Islam quote about the Jungle Book was very inspiring (I don’t think it was this article, but another one I can’t find now, that adapted it: You can’t take the killing things and taking their stuff out of D&D, that is the fun. Really the whole rest of the blog post came from there.
  • Occupy Greyhawk
    • I wrote most of this setting in my head, and then while trying to find that Ava Islam quote found this, which is basically the same idea, but done before I was born.
  • A Spectre (7+3 HD) Is Haunting the Flaeness: Towards a Leftist OSR
    • I have been thinking about a TTRPG about building up a small, isolated town for a while, with my inspiration being Daybreak 2250 AD by Andre Norton. In it, the person scavenging a lost city isn’t looking for weapons or treasure, but is excited to find a stationary store with good quality paper and books he can take back to his town, and a bookstore with old textbooks in it. This has a system I might try that out for; I might return to this in a future post.
  • Marx & Monsters: A Radical Leftist Fantasy Sandbox
    • I really like the XP ideas in this one, where you get XP for helping the community and lessening the burden on others.
    • Also “The world is ruled by the corrupt and powerful./We can’t possibly destroy all of the corrupt power structures./But if we destroy enough, we might lessen the burden of the proletariat or inspire a broader revolution.” is a really good basis for a campaign.

Thank you all for reading, and I think I’m going to go take The Crimson Shadow trilogy out of the library and reread them; It has been a lot of years, and I think it would go with my mood right now.

Having to delay playtesting on my game

In frustrating news, I just don’t have the mental energy these days to run my weekly game, and then incorporate the feedback into the rules for the following week. I’ve gotten a lot of good feedback, but with moving my fiance to Canada and the general state of the world, other things need that effort each week.

In response I’m moving the game over to Pathfinder 1e. Why that game? It is close enough to 3.5e (Much closer then 5e from what I can tell!) that I can DM it without nearly as much effort. I don’t have to convert stat blocks from the 3e blocks that The Sunless Citadel uses, and I think I vibe with the system more then I do 5e. I’ll also admit there is a comfort as a DM in knowing the system about as well or better then the players, whereas with 5e most of my players know it a lot better then I do, as I’ve been off playing GUPRS instead of D&D for the last decade.

I will say, despite playing 3e and obsessively reading the 3e and 3.5e rulebooks when they came out, and playing Pathfinder a fair bit when it launched, I did have to spead more time then I expected looking up basic rules to help players do character creation tonight. I guess not having played it since I left my Dad’s game in 2014 or so is a very long time. Still, I expect an afternoon of reading the rules and I’ll be ready to rock and roll.

As long as no one grapples anything.

Anyway, I have all the feedback notes from both round of playtesting this year and last year, so when I have the energy and desire to write more, I’m good to go, so this wasn’t wasted.

Edit: Why not Pathfinder 2e? From the looks of it, the action economy has changed enough that I’d need to totally redo the stat blocks, rather then being able to be fully backwards compatible to D&D3e.

Published in: on February 19, 2025 at 9:18 pm  Comments (4)  
Tags: , , , , , , ,

On a Wildspace Deluge

Continuing my series of finding the best Spelljammer bits from around the web, Hack & Slash has a post showing some of the best

Ghost Ship by Brom, showing a group of people with drawn weapons on a very battered hammership.

Spelljammer could have used more art like this. It feels like something is happening in this picture, rather then just people standing around.

official art. For example, I did not know that Brom did Spelljammer art. It also shows off some of the problems with the art: Designs that didn’t match the rules, or descriptions of the ships, a lot of the art being reused too many times to save costs, and some of it being um, rather bland to be honest. You’ve got a swashbuckling setting with people leaping from ship to ship, and most of the art just has people standing around.

Hope you enjoy this little bit of Spelljammer,
–Canageek

Published in: on July 23, 2016 at 9:00 am  Comments (4)  
Tags: , , ,

On Reflections in Wildspace

I love the Spelljammer setting. It is silly, swashbucklery and D&D IN SPAAACEEEE. However, it has some issues that occur when contact is made with the players. This post, from the Hack and Slash blog has solutions to a number of the problems with Spelljammer. First, it solves why you can’t make a killing just running goods from one point on a planet to another, in a really nice way. Then it has some advice about trying to do too much, some ideas about 3D space battles and why you can rule no 3D battles (I’d just rule that moving off the 2D plane is a very slow process that can take hours, myself, but each to their own.) It them wraps up with some details on XP, gold, weapon ranges and some other system-specific things.

I recommend any DM running SJ check it out, it isn’t long and has some good points.

Until next time, stay geeky.
—Canageek

Published in: on July 3, 2016 at 2:27 pm  Comments (2)  
Tags: , , , , ,

The Cosmonomicon: Spelljammer + Dragonstar + 5th Edition D&D

Another post on some cool Spelljammer stuff I found the web a while ago. Jordan Short over at The Mox Boarding House has written up a cool mashup of Spelljammer with Dragonstar, and given advice on how to run it in 5th edition. It strips down a lot of the stuff blogging down both Spelljammer and Dragonstar, mostly edition-specific rules that neither are really enhanced by, and makes a pretty cool setting out of it, known as The Cosmonomicon.

For those that don’t know:

Spelljammer was a 1st and 2nd edition AD&D setting that took D&D into space, and let you fly ships from one campaign setting to the next using magically enchanted boats. It never really caught on, due to how strange it was, and, likely, due to a lot of rules and bookkeeping related to the flying ships and spellcasting in space. Mostly though, I think it was how strange it was, an odd mashup of swashbuckling, D&D and planar travel. There was also a Shadows of the Spider Moon article in Polyhedron magazine that attempted to update things to 3rd edition with a new setting.

Dragonstar was one of the setting that came out in the rush of 3rd party products after the OGL came out and was mostly lost in the rush (The company killing Living Dragonstar didn’t help.) It added a lot of Science Fiction elements to D&D, and made the players trying to exist on the edges of the Draconic Empire, right after a red dragon took the throne and has begun sending out his orc legions and drow secret police. This gives a very Star Wars + D&D type vibe that I find really cool.

The Cosmonomicon takes the Dragon Empire from Dragonstar, some setting bits from Shadows of the Spider Moon, removes the technology from Dragonstar and replaces it with Spelljammer’s flying ships. It doesn’t have all the details from Spelljammer (no crystal spheres or such), but I think that enhances things and removes a lot of the unnecessary complications. He also gives some useful details for playing in the setting in 5th edition.

I encourage you to check this setting out and enjoy: I think I’ll be borrowing some of this if I ever run a Spelljammer game. As a note to my readers: these posts on Spelljammer material are being shared to Wildspace: The Spelljammer Fanzine, which is something you should check out.

Until next time, stay geeky
–Canageek

Stripped Down Spelljammer

I’m a bit late on this, but the excellent Blog of Holding has published stripped down rules for Spelljammer, trying to fit the essentials onto one page. I agree with his point that Spelljammer has a couple cool ideas, then bogs them down with a bunch of overly-complicated rules about Grubbian physics and extra rules for clerics. To quote: “I’ll break out my copy of Spelljammer. OH NO IT’S 200 PAGES! THIS BOOK IS TAKING TOO LONG TO READ! THE PCS HAVE ALREADY IMPLODED IN THE VACUUM”

The first blog post covers the basics of the setting and physics, boiling it down to a short paragraph (plus expositions explaining the decisions to help the DM understand why they have done, something useful for when you want to expand upon it for your game.

The second builds a 20 entry random encounter table that also helps explain the setting.

And finally they flesh out the setting and compile things into a one page (illustrated!) setting document.

Published in: on January 26, 2016 at 12:06 pm  Comments (6)  
Tags: , , ,

RPG Blog Carnival: Weapons of Legend: Gretzky’s Staff

The Logo of the RPG Blog Carnival.When Gretzky was a child his parents discovered that he had a natural aptitude for magic that often manifested in destructive ways. To avoid having their chesterfield lit on fire (again) they enrolled him in a magic academy. As the years went by, he learned that while he loved magic, he had little in common with his fellow classmates who tended to be bookish and nonathletic. While of reasonable intelligence, Gretzky preferred more athletic and violent pursuits in his spare time, often enrolling in the extracurricular activities of the fighters’ school across town. His favourite sport was hockey, for its combination of speed, skill and violence.

When it was time to craft his staff, he refused a traditional oaken or ebony rod, instead using a hockey stick that he had outgrown. He kept this staff for many years, and added to its original enchantments over time. In addition to storing several spells and the traditional enchantments for durability he placed an unusual level of enchantment on it enhancing its melee combat ability, figuring that few people expected a wizard to run up and cross-check them. At one point he even added a flaming enchantment more commonly found on warriors swords to the stick’s blade. One enchantment he did not place on the staff is cold resistance; it was commonly thought that the staff bore such a dweomer due to Gretzky’s habit of going coatless in the winter. This habit came from Gretzky’s growing up in the north and simply being much more used to cold then the natives of the southerly region he eventually built his abode in.

While Gretzky’s Staff is usually thought to be a single item, usually as described above, over the course of his career he made a number of staves as he grew more skilled, or as he needed sets of spells or protections for specific tasks. This has confused descriptions of the staff and its powers over the years, as his later ones were often made from full-length hockey sticks, rather then the child’s stick he used originally.

This is a post for this month’s RPG Blog Carnival, hosted at of Dice and Dragons. I’m not a rules guy so I’m not going to try and stat this up. I got the idea as I am thinking of running a play-by-post game in an X-Crawl-like world. I know, I know, I’m finally giving the setting I’ve been talking about since the start of the blog a try. I’m  hoping not to let this blog sit idle for years and years this time. Anyway, until next time, stay geeky.

–Canageek

Published in: on July 25, 2015 at 9:00 am  Comments (1)  
Tags: , , , , , , ,

Multiclassed to oblivion

Another post in my series on how to build characters that will actually help the party. This advice comes from a very common character type that I could not stand at all. The overly-heavily multiclassed character. Multiclassing is a great way to meld the attributes of two classes: For a barbarian to take some sorcerer levels to magically enhance themselves, or a fighter that wants to flip out like a barbarian every so often.

However, it is an even better way to water down your character to the point of uselessness. Sure, there are lots of multiclass characters that can do a bit of everything, but do first level spells really do much of anything at 1oth level? If you have more HP then your average rogue, but can only take one more hit then a normal rogue, and you are far less skilled then a normal rogue, are you really an asset to the party?

I once played at a table with a Fighter 2/Wizard 2/Cleric 2. That’s right, he wasn’t very good in a fight due to only having a BAB of 3 (half that of a fighter), he had few HP, and could only cast 1st level spells due to splitting his abilities so many ways. Sure, as a character in a book he sounds awesome, since he can do so many things, but as an asset to the party? A straight fighter, or a cleric, or a wizard with an attack bonus high enough to hit monsters, 3rd level spells and so on would have been far more useful.

Remember; your most previous resource in combat is often time. There are never enough rounds to cast all the spells you want, and fighters can always use more attacks. When you build a character think about this: You are walking along a hallway, you run into a group of orcs: When do you do? A fighter will hit something: The cleric buffs the fighter, the wizard casts a spell, the rogue tries to flank of slip into the shadows or something (Can you tell which class I never play?). Or for the more epically inclined of you, what do you do when you when you burst into the throne room of the evil wizard-king moments before he completes his ritual to destroy the world? The base class person knows what to do: The multiclass person doesn’t. Do you cast a first level spell at them? Do you charge into battle and go squish? What can he actually do to HELP the party? (Not much).

I’m using D&D terminology here, but this can also happen even more easily in point-buy games. It is very temping to grab skills willy-nilly all over the place, and stock up on cool advantages and whatnot. However, you should sit back and go “How will I help the party?”. Most of my examples are from combat, but it doesn’t have to be: One of my old GURPS characters Dalton had a special ability that let him see the past of items (Very useful in an investigative game), some combat skills, and more antiquities skills. Which, in an occult investigation game, was quite useful. In that game, that ability was usually worth more then another bruiser. I had a very fixed idea of how I wanted him to help the party when I built him, I didn’t just randomly pick skills out of the book.

So, when making a character and thinking of doing some multi-class combination think: How will this play in combat. Will my abilities help the party out? Am I worth taking over a fighter, wizard, cleric or rogue, or am I going to be a drag on the party? Also remember; Bards at least have charisma, skills and bard song. If you can’t match that, just play the freaking class they built into the game.

Well, so much for this series. I hope you’ve enjoyed it, and that I’ve made you think about making characters in a slightly different way.

Until I think of something else to write about, stay geeky.
—Canageek
 

Published in: on May 20, 2013 at 9:12 am  Comments (8)  
Tags: , , , , , ,

It doesn’t matter if you are awesome

There is a lot of advice out there for DMs. What you don’t see a ton of is advice for players. I’ve played with a lot of players: I was in Living Greyhawk from 2002 until its end, which means convention play with random people. I’ve seen a lot of players, and they played even more characters and I saw what worked and what didn’t. I’m not saying I’m an amazing player —I can see something work without having the skill, patience or inclination to do it myself— but I like to think I’ve got a good sense of what works and what doesn’t. From this I’ve learned something that may shock a lot of you:

It doesn’t matter how awesome your character is if they don’t help the party.

The biggest thing that people tend to forget, even really, really skilled gamers that I admire, is that modern D&D is a team game. There are games where players are constantly backstabbing each other and whatnot,  but most games follow the assumption the designers work with: That a team of specialists, go do heroic things as a team.

As I’ve mentioned before, Penny Arcade and Weregeek both describe sports with gaming (MMO) metaphores, and you can easily convert these into gaming terms. Each player in a sport has a job, and they are very good at doing that job. Now, I don’t know sports that well, but even I know that you don’t have all quarterbacks on a football team, or all…um, goalies on a hockey  team. Ok, so I really don’t know sports: I think of it more like a commando team, a group of elite agents working together to beat obstacles that would break lesser foes: I’m told that The Dirty Dozen and Ocean’s Eleven are the archtypical examples of this, but as I haven’t seen those I think of The Mass Effect Series (Mass Effect 2 was 90% building your team), Firefly, The A-Team, Star Trek (The Original Series is the best example), and similarly nerdy things.

Now, look at these teams: For the most part there aren’t any characters that can’t pull their own weight, and have some talent they lend the group. Sure, they are usually fairly competent on their own, but they really work best as a team. Kirk is awesome, but he’d be lost without McCoy putting him back together, Spock advising him, Scotty running the engines, and so on.

So, when making a D&D character don’t think of how you can make them awesome. Think of how you can make them help the team. You aren’t going to be fighting the monsters by yourself, so why should you focus on doing things yourself?

I’m going to try keeping my posts to a reasonable length for the next bit, so I’m going to give examples of some do and do nots next time. Until then, stay geeky.

—Canageek

Published in: on May 13, 2013 at 8:40 am  Comments (4)  
Tags: , , , ,

Why should we bring you with us?

I’ve given you the advice that you should focus on how your character can help the team they work for, not how they can be awesome by themselves. But what does this mean? Think of your D&D character like an elite team of specialists: Why are we bringing you with us? In Mass Effect I bring Tali for her ability to break into anything and hack bad guys. I bring Liara because she can toss enemies into the air so I can pick them off with ease. Why would I bring you?

So, lets assume I always have the option of bringing the four core characters; A fighter, a cleric, a wizard and a Thief/Rogue/whatever.

Being awesome doesn’t mean you can help the party. No one is going to call a straight class fighter with the obvious feats awesome. However, he can help the part a lot.  For example Suppose you make a character that no one can harm. However, you can’t harm anyone else. I don’t really see any reason to bring you along, as the enemies are just going to walk around you and attack the rest of the party. The fighter is going to be more help, as if enemies try and slip past him, he can smack them upside the head.
This is an actual example from play: A bunch of gamers, skilled ones that I respect, created a series of fighters with crazy high con and some feats when 4e was new. That meant they got temp HP every time they were hit or some such. However, they drained all their other stats to boost con, so that they’d get more temp HP and be invincible. However, since they didn’t have much strength, and all their feats were in that special ability, everyone else could just walk past them; their marks didn’t have any force behind them.

Then there was the fighter with too many HP to die. He dumped everything into HP, all his feats, stats, everything. No one could touch him. I think he did OK damage as well. However, he had no defence, so he always was taking hits, and thus after battle it would drain a crazy amount of the clerics spells to heal him back up. In my opinion he was more of a drain on the party then a boon. I’d rather have your standard, run of the mill fighter, that isn’t going to suck my cleric dry after every fight.

See? These characters, made by decent and sometimes great, players, don’t help the party much. Sure, they’ve are really awesome. They’d work great as the star of a book, but they don’t work well on a team. D&D isn’t a story about Snake Plissken; it is a story about The A-Team. When building a character think: What am I going to do to help the party? Sure, this is a great ability, but is it contributing anything?

Think on that, and next time I’ll plumb the depths of the horrid jack of all trades.
Until then, stay geeky
—Canageek

Published in: on May 6, 2013 at 12:56 am  Leave a Comment  
Tags: , , ,
Design a site like this with WordPress.com
Get started