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Showing posts from March, 2024

Farmhouse Fantasy

Inspired by discussion in the NSR discord server a month or so ago. Our quest-goers are not gold-toting itinerants but townsfolk picking up arms to defend their village.  There's a lot you can do with the concept —  community building and abstract wealth were mentioned —  but it got me thinking about what old drama might arise when you're traveling with people you've known your whole life. Roll for bonds like you'd roll for eye color.  Everyone rolls twice, once for each person to their right and left.  1. ___ saved your life when you were attacked by wolves. 2. ___ is your child's spouse. You want to keep them safe. 3.  You have fond memories of youthful pranks with ____.  4. You know ___ was responsible for the fire 10 years ago. 5. You think that  ___'s religious practices are heretical. 6. __'s family took you in as their own when you were orphaned.  7. ___'s family and yours have a generations-long feud over something long forgotten....

Tolkien, Cairn, Tolkcairn

I've always liked the idea of each class breaking the rules— system or setting— in some way.    Wizards change reality.  Knights ignore damage from swarms and humanoids.  Elves exhibit their elfliness with elfish feats. Spend fatigue to:            Roll damage twice and take the highest           Attack multiple enemies in a round           Perform an amazing feat of athleticism            Ignore damage for a round   Dwarves cannot gain fatigue or become deprived.  Halfling footsteps cannot be heard. They cannot trigger traps.  Give the wizard some limitations. T heir magic must adhere to a certain theme e.g. elemental or necromancy. Maybe a peril table. Or their limitations are narrative — laziness, casting attracts monsters, they want to encourage their charges to solve their own problems.  No exceptions for the ...