Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

Saturday, January 28, 2017

Troupe-Style D&D Play? What Am I Even On About!

Do you use troupe-style play, or varieties of it, for your OD&D/OSR campaigns?

For definition purposes, I'm thinking of troupe-style play in one-half of the Ars Magica sense -- wizard (or magus) as prime character with supporting cast to handle certain types of adventures -- not as the rotating referee style play that some Ars Magica groups employ.

I find this is kind of how OD&D works already. You have your character and you have your retinue of henchmen and hirelings and so forth. The latter, of course, are beholden to the former. Pretty much the same as in Ars Magica -- unless my memory fails me -- excepting the obvious differences in the contexts of the two gameplay experiences.


Personally, I'm growing increasingly fond of a hybrid troupe-style mode of play in my group's OD&D games where players have a small retinue of characters to choose from for adventures, typically 3 to 4. We only ever have 1 referee for our campaigns.

In this "hybrid" version of troupe-style, all of the characters are on the same "playing field" to start at 1st level (not beholden to or employed by another character), but the frequency of participation in adventures ultimately determines their rise to prominence within the party. Typically all of the characters are linked in some way -- from the same family, friends from a village,  children of former adventuring companions, whatever works for the player and campaign setting. Each character in a player's roster also develops his or her own retinue of henchmen and hirelings and so forth, just as a regular character, at least in as much as the player desires to do so.

My home group is very small (3 people) so we're finding this mode of play helps to cover not only all kinds of tactical situations that come up in adventures, but can lead to some interesting dynamics (competitiveness, alliances, favors owed, butt of humor) within the party, and it keeps everyone's play experience varied and interesting as you never know if you're playing a fighter or wizard or cleric (or maybe all three!) in the next adventure. It also helps us deal with the relatively high mortality rates among characters in older edition D&D games. Not that it's hard to make a new character on the spot, but it's kind of nice to have one or more characters ready to go that already possess ties (even if minimal or sparsely detailed) and are at least known to the adventuring party.

So, do you use this or a different mode of troupe-style play? Do you just play multiple characters and leave it at that? How do you handle small game groups and multiple characters?

Thursday, May 8, 2014

Racial Secondary Skills Tables

The Borderlands blog will be going dark for the next couple of weeks while my wife and I take a holiday down in the Caribbean. This past winter was particularly long and cold, so this vacation is long overdue and we will definitely enjoy soaking up the sun. And rum. :-)

Today I'm posting my goofy little racial secondary skills tables for Labyrinth Lord (or any old-school games). Basically, I've taken the secondary skills/professions and rather arbitrarily broken them out and added some additional ones based on the stereotypical notions of the "basic four" fantasy races. It's pretty vanilla stuff and its origin goes way back to my Warhammer Fantasy Roleplay days in the late 80s.

Enjoy, and see you all soon!


SECONDARY SKILLS
Roll on the appropriate racial table below to determine your profession or occupation before you became an adventurer. You know how to do the things associated with your profession and the referee will determine when your knowledge is helpful or beneficial to adventuring situations.

SECONDARY SKILLS TABLE: DWARF

Roll d20
Profession
Roll d20
Profession
1
Archivist
11
Locksmith
2
Armorer
12
Man-at-arms
3
Artisan
13
Mapmaker
4
Blacksmith
14
Merchant
5
Cook
15
Miner
6
Engineer
16
Runescribe
7
Gemcutter
17
Slave
8
Initiate
18
Soldier
9
Jailer
19
Stonemason
10
Jeweler
20
Weaponsmith

SECONDARY SKILLS TABLE: ELF

Roll d20
Profession
Roll d20
Profession
1
Animal trainer
11
Hunter
2
Artisan
12
Initiate
3
Astrologer
13
Jeweler
4
Blacksmith
14
Merchant
5
Bowyer/Fletcher
15
Minstrel
6
Cook
16
Sage
7
Furrier
17
Smuggler
8
Gambler
18
Soldier
9
Guide
19
Vintner
10
Herbalist
20
Weaponsmith

SECONDARY SKILLS TABLE: HALFLING

Roll d20
Profession
Roll d20
Profession
1
Animal trainer
11
Herder
2
Artisan
12
Jeweler
3
Blacksmith
13
Locksmith
4
Brewer
14
Merchant
5
Butcher
15
Militiaman
6
Cook
16
Miller
7
Farmer
17
Scribe
8
Gardiner
18
Smuggler
9
Gypsy
19
Tailor
10
Herbalist
20
Woodsman

SECONDARY SKILLS TABLE: HUMAN

Roll d20
Profession A
Roll d20
Profession B
1
Animal trainer
1
Locksmith
2
Artisan
2
Longshoreman
3
Baker
3
Man-at-arms
4
Blacksmith
4
Mapmaker
5
Bowyer/Fletcher
5
Mercenary
6
Brewer
6
Merchant
7
Butcher
7
Miner
8
Cook
8
Scribe
9
Farmer
9
Slave
10
Gambler
10
Smuggler
11
Gardiner
11
Soldier
12
Guide
12
Squire
13
Herbalist
13
Stonemason
14
Herder
14
Street thug
15
Hunter
15
Tailor
16
Initiate
16
Tax collector
17
Jailer
17
Torch bearer
18
Jester
18
Vintner
19
Jeweler
19
Woodsman
20
Leatherworker
20
Weaponsmith
Note: Roll d6. On a result of 1-3, roll d20 on Profession A column. On a result of 4-6, roll d20 on Profession B column.