Have an idea on versimilitude ...


Dungeon Magazine General Discussion

Dark Archive

Hi guys,

I was thinking on the weekend that I'd like to pitch a submission idea to Paizo for Dungeon to be included in the Campaign Workbook -- basically I want to suggest an article (or three) to explain some of the unexplained in the D&D Rule Set and how to get around it, and enhance your campaign because of it, and gain versimilitude.

For example, AD&D had old rules in Dragon for "0-Level Characters". Much the same, in 3.X, D&D doesn't address where that first level comes from -- at what age is someone a 1st-level barbarian, and what were they before? I think it'd be nifty to explain how people get their first level, and attach to it a short "0-Level" adventure to get a party together, and then let them pick their first level in whatever.

I want to sit down and write out a sample submission on this, since it's a 'wierd' submission, rather than send a short proposal, but I'm also looking at suggesting a number of areas that the rules are silent when it could be to a DM's advantage to explore it. Here's what I can think of...

- Where do people get their first level?
- How do non-adventuring NPCs get their XP? The 20th level commoner ...
- How are cursed magic items made?

Anyone have some other 'blank spots' that should be filled?

Contributing Artist

I think that is interesting idea, but would only appeal to a very limited amount of gamers. Verasimilitude is just not what most people are after when they play. Most folk I know complain already about starting at 1st level. I think a character's first level in a heroic class reflects the fact that it takes a "special breed" to adventure. Those with right stuff have a destiny to be fulfilled.

Starting ages are a matter of taste and character concept. A 50 year old first level cleric doesn't bug me too much, could just be a late bloomer or accidental adventurer, though it does raise the question of what he's been doing those 50 years. I suppose he should have a mess of Adept, but I don't think every corner of a campaign world needs to be so realistically fleshed out.

A recent issue of White Dwarf ran an article on Low Fantasy that I thought relevant to this issue. An interesting, and more empowering for the players, way to capture young adventurers clawing their way to the top is to start everyone with either a level of Fighter or Rogue. I want to do this in a campaign where everyone starts as members of militia's platoon, and the CO dies, leaving the players on their own.

Contributor

One thing to take note of: there are no queries for Campaign Workbook articles. You just write 'em and send 'em.

If you remove the adventure part of things, the idea might actually fly better in Dragon. You could always consider sending a query there as well.

Dark Archive

Hey Kyle!

I'm not looking to force versimilitude down DM's throats ... ;> What I'm hoping for is an article that suggests various ways that 1st-level barbarians come into being, and give the DM an 'easy out' to explain things to his players, or a springboard for an adventure.

Things I really liked in old Dragon magazines were alchemical recipies for lichdom or Leomund's Tiny Hut that explained 0-level characters, and I think something not mechanically-heavy and thoughtful might be wanted by Dungeon for the Campaign Workbook.

Of course, it might be a better thing for Dragon ...

Contributing Artist

Archade wrote:
What I'm hoping for is an article that suggests various ways that 1st-level barbarians come into being, and give the DM an 'easy out' to explain things to his players, or a springboard for an adventure.

For some reason, when I first read your post, I thought you were advocating 0-Level adventures. I have to start paying better attention.


Kyle Hunter wrote:
Archade wrote:
What I'm hoping for is an article that suggests various ways that 1st-level barbarians come into being, and give the DM an 'easy out' to explain things to his players, or a springboard for an adventure.
For some reason, when I first read your post, I thought you were advocating 0-Level adventures. I have to start paying better attention.

There were several pages of really good 0-Level adventures in the 2E Greyhawk Adventures book. I think the comment above is right, that the appeal of adventuring so low would be limited. But I would certainly be interested. I have done it before (2E) and found a much greater level of satisfaction as a player.

Even today, I hate starting at anything not 1st if it is going to be an ongoing campaign. But thats me - I do suspect though, that anything well written enough would capture the interest of more than a few.

Cheers
Llowellen


Archade wrote:
- Where do people get their first level?

I think I've seen this explained somewhere, but I don't recall where. The general idea is that your character has gained their first level upon reaching adulthood. Before that, they only have, say, half a hit die.

Archade wrote:
- How do non-adventuring NPCs get their XP? The 20th level commoner ...

Sean K Reynolds wrote about this on his website:

http://www.seankreynolds.com/rpgfiles/misc/theoryaboutpeasants.html.

Archade wrote:
- How are cursed magic items made?

Cursed magic items can be made deliberately, or accidentally.

Deliberately is when the creator has reason to sabotage the item. He may make the item as a gift to an ally he plans to betray, or sell it to someone and offer to remove the curse once they've done a dangerous or unsavoury task for him (after which he can blackmail them). It may be a purely functional curse to prevent the item being used by members of an opposing guild, nation or race.

Accidental curses might arise when the creator makes a mistake in construction, tries to use inferior components to save money, or tries to rush the creation process to save time. Perhaps rare magical phenomena such as the movement of the moons or planets has subtly interfered with any magic items created on a certain night.

Alternatively, a normal magic item may gain a curse some time after its creation. Perhaps it was worn or wielded by a devil for some centuries, and the constant evil presence warped it. Perhaps the weapon was used to kill a powerful night hag, who placed a dying curse on the sword and anyone who ever used it. Another favourite of mine is the bestow curse spell, which a saboteur might use on a weapon to turn it into a cursed -2 weapon which can't be dropped until the curse is removed.

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / General Discussion / Have an idea on versimilitude ... All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion