A Quick Primer for Old School Gaming by Mathew J Finch.
The short, free, pdf that everyone who role plays should read to understand what role playing was like back in the day.
Plunder: By Individual
At some point characters may find themselves picking a pocket or rifling a body. It is useful for the GM to know how what valuables an individual might have. The GM shouldn't bother to determine everyone's possessions but I've found it is nice to have this kind of table ready to go.
Determine if the individual is mundane, or one of the archetypes (cleric/priest, military, rogue, wizard). If mundane are they male or female and what social class. Then roll on the appropriate table the number of times indicated.
The tables do not indicate standard clothes so if they do mention boots or robes it can be assumed that they are above normal quality.
Cultural
What folks are carrying around differs by culture. Apply the following multiples:
Determine if the individual is mundane, or one of the archetypes (cleric/priest, military, rogue, wizard). If mundane are they male or female and what social class. Then roll on the appropriate table the number of times indicated.
Table 1: Mundane Human Male
(Noble roll 1d6; Townsman 1d4; Peasant 1d2)
(Noble roll 1d6; Townsman 1d4; Peasant 1d2)
1d12 | Items |
---|---|
01 | Belt |
02-03 | Boots/Sandals/Shoes |
04 | Booze (See Booze Sub-table) |
05-06 | Coins (1d4sp) |
07 | Key(s) |
08 | Pouch, belt |
09 | Pouch, shoulder |
10 | Tinderbox |
11 | Walking stick/Cane |
12 | Empty |
Table 2: Mundane Human Female
(Noble roll 1d6; Townsman 1d4; Peasant 1d2)
(Noble roll 1d6; Townsman 1d4; Peasant 1d2)
1d12 | Items |
---|---|
01-02 | Boots/Shoes |
03-04 | Coins (1d4sp) |
05-06 | Comb/Hat |
07 | Fan |
08 | Girdle (belt) |
09 | Gloves |
09 | Perfume |
10 | Sash/Shawl |
11 | Pouch, shoulder |
12 | Empty |
Table 3: Cleric/Priest (roll 1d4 times)
1d20 | Items |
---|---|
01-02 | Beads |
03 | Coins (1d4sp) |
04-09 | Holy Book |
10 | Holy Symbol, Wood or Iron |
11-12 | Holy Symbol, Silver |
13-14 | Incense |
15-17 | Ink, Quill, and paper |
18 | Prayer book |
19-20 | Empty |
Table 4: Military (roll 1d4 times)
1d20 | Items |
---|---|
01-04 | Boots/Shoes |
05-06 | Booze (See Booze Sub-table) |
07-10 | Coins (1d4sp) |
11-13 | Pouch, belt |
14-15 | Pouch, shoulder |
16 | Tinderbox |
17-18 | Whetstone |
19-20 | Empty |
Table 5: Rogue (roll 1d4)
1d20 | Items |
---|---|
01-02 | Boots/Shoes |
03-05 | Booze (See Booze Sub-table) |
06-10 | Coins (1d4sp) |
11-16 | Lockpicks |
17-18 | Pouch, belt |
19-20 | Empty |
Table 6: Wizard (roll 1d6 times)
1d20 | Items |
---|---|
01-04 | 1d4 Books |
05-06 | Boots/Shoes |
07-10 | Coins (1d10sp) |
11-13 | Ink, Quill, and paper |
14-15 | Pouch, belt |
16 | Promissory notes (1d100sp) |
17-18 | Robe |
19-20 | Empty |
Table 7: Booze (roll for drink and container)
1d12 | Booze | Container |
---|---|---|
01-02 | Ale | Bottle, Ceramic |
03-04 | Mead | Bottle, Glass |
05-06 | Small beer | Mug, Pewter |
07-08 | Spirits | Mug, Wood |
09-10 | Water | Wineskin |
11-12 | Wine | Wood cask |
The tables do not indicate standard clothes so if they do mention boots or robes it can be assumed that they are above normal quality.
Cultural
What folks are carrying around differs by culture. Apply the following multiples:
Table 8: Cultural Modifier
1d20 | Items |
---|---|
Primitive | 1/4 listed. 50% chance wealth is in the form of jewelry (cloak pin, torc, etc) |
Nomad | 1/2 listed. |
Barbarian | 1/2 listed. 50% chance silver and gold is chop (chopped up candlesticks for example) |
Civilized | As listed. |
Social Class: The Lower Classes
Townsman
A Freeman that lives in a town. Generally considered higher than a Freeman peasant because they have skills in crafts or are merchants.
Yeoman
Poor farmers that paid rent to work their land. Also known as a Freeman. As a culture gets more civilized the number of yeoman increases as the incentives of wealth for their efforts encourages harder work and greater crop yields than Serfs ever produced. A yeoman that moved to a town would be considered a townsman.
Serfs
Poor farmers that owe a debt to the lord and must work the Lord's land for him (might include mines as well). They can depend upon the Lords protection to an extent. The children of a Serf are also Serfs. After the black plague reduced the population of Serfs in England the peasants revolted resulting in a large number becoming Yeoman. A serf that escaped their lot and made it to a Freetown, and avoided capture for a year would be considered free and be considered a Townsman.
Slaves/Thralls
One that is owned by another. Slavery was common in the Dark Ages but mostly gone by the medieval period. The main difference between Slaves and Serfs is that slaves are protected because they are property, not because the owner has an legal requirement to do so.
A Freeman that lives in a town. Generally considered higher than a Freeman peasant because they have skills in crafts or are merchants.
Yeoman
Poor farmers that paid rent to work their land. Also known as a Freeman. As a culture gets more civilized the number of yeoman increases as the incentives of wealth for their efforts encourages harder work and greater crop yields than Serfs ever produced. A yeoman that moved to a town would be considered a townsman.
Serfs
Poor farmers that owe a debt to the lord and must work the Lord's land for him (might include mines as well). They can depend upon the Lords protection to an extent. The children of a Serf are also Serfs. After the black plague reduced the population of Serfs in England the peasants revolted resulting in a large number becoming Yeoman. A serf that escaped their lot and made it to a Freetown, and avoided capture for a year would be considered free and be considered a Townsman.
Slaves/Thralls
One that is owned by another. Slavery was common in the Dark Ages but mostly gone by the medieval period. The main difference between Slaves and Serfs is that slaves are protected because they are property, not because the owner has an legal requirement to do so.
Human Culture: Primitive, Nomad, Barbarian, Civilized
In RuneQuest 3 they used the concept of Culture to help determine a characters background. The cultures were culled from archeological or sociological research so they sound a bit 'harsh' to modern ears but they are specially referring to the size of settlements, cohesiveness between settlements, and available occupations and not to the morality or civility of the folks within. As far as I know there are no other labels that fit as accurately so take no offense. Also, within a game nobody is likely to use the terms as described here (Cimmeria from Conan the Barbarian is more of a Primitive culture for example).
- Primitive - Hunter Gatherers, barter economy, leadership based on clan and tribe. No serious settlements above a village unless its because they overran the place. Examples, pretty much any group referred to as tribes. Germans and Celts during the Roman Empire, most First Nation peoples, Bantu and Zulu peoples.
- Nomad - Culture with no permanent settlements of their own, constantly traveling and stopping at settlements run by others. Examples, Beduins, Mongols, Sioux Nation.
- Barbarian - Generally barbarian equals Feudal but not always. They may have coins or a barter system. They have settlements but they tend to be small towns or smaller unless they inherited the settlement through conquest or a collapsed Civilized culture. Examples, Dark Ages Europe, Mogul India.
- Civilized - Administrative government with major settlements and, coins, a permanent military, & regulated and documented taxation. Examples, Romans, Byzantine Empire, Europe after the Norman conquest, Islamic Caliphate, China, Japan, Ghana Empire, Mali Empire, Egyptians, and the Aztec and Inca Empires.
A note about cultures
Typically an Empire will be a mix of cultures For example the Roman Empire is civilized (Greece, Italy, Spain, Anatolia) with sections of Barbarians (Gaul, Britain, North African Coast), with spots of Primitive at the fringes (Picts and Germans). The Abbasid Caliphate was civilized in the Levant and Persia, with Nomads in Arabia and barbarians across North Africa. The Mongols were a Nomadic Empire that contained Civilized China, Civilized Persia, etc... Hopefully you get the point. The cultures should be used to define regions more than peoples or nations and things change over time.Best of the Web: Mastering the Megadungeon,
Megadungeon Design
This week we have a single link for the Best of the Web, but that link will take you too Dungeon Fantastic's posts on mega dungeon "Best Practices" all of which are well worth reading.
This week we have a single link for the Best of the Web, but that link will take you too Dungeon Fantastic's posts on mega dungeon "Best Practices" all of which are well worth reading.
NPC: Name NPC
Name NPCs are the NPC important enough that the GM should give them a bit more detail. The ones that the GM expects the characters to talk to. The idea is to give them enough personality and some kind of recognizable feature or quirk to spur the memory when and if they are encountered again.
Casting the part - It can be helpful to imagine an actor or fictional character as playing the the Name NPC (Frank Constanza or John Wayne for example). This gives the GM an instant graps of the character's appearance and possibly personality.
Table 1: NPC Personality
1d100 | Personality |
---|---|
01-02 | Says everything in a profound way |
03-04 | Know-it-all |
05-06 | Constantly apologizes |
07-08 | Makes lots of threats but swiftly backs down |
09-10 | Very mellow |
11-12 | Barely speaks |
13-14 | Laughs at the misfortune of others |
15-16 | Nicknames everyone |
17-18 | Prays a lot |
19-20 | Tosses a coin to make decisions |
21-22 | Has a list of numbered rules or maxims |
23-24 | Tells people the ôrealö reason they do things |
25-26 | Asks for advice or opinions about very unlikely situations |
27-28 | Speaks with great formality |
29-30 | Easily distracted by minor events in the area |
31-32 | Usually needs someone to explain a joke or metaphor |
33-34 | Likes to count things |
35-36 | Always tries to compromise |
37-38 | Always eating |
39-40 | Very bad liar |
41-42 | Asks rude questions without realizing they cause offense |
43-44 | Very sensitive to criticism or conflict |
45-46 | Absent-minded |
47-48 | Always agrees (but changes mind just as easily) |
49-50 | Sniffs or tastes nearly everything |
51-52 | Cannot keep a secret |
53-54 | Easily moved to tears |
55-56 | Easily angered |
57-58 | Terrified of disease and sick people |
59-60 | A connoisseur of fine food and drink |
61-62 | Very superstitious |
63-64 | Never turns down a dare or challenge |
65-66 | Never uses one word when ten will do |
67=68 | Always has a reason why something won't work |
69-70 | Dotes on an obnoxious pet |
71-72 | Name-drops constantly |
73-74 | Complains about smells no one else notices |
75-76 | Can't stop drinking once starts |
77-78 | Asks about price, constantly |
79-80 | Gossip |
81-82 | Act mysteriously |
83-84 | Avoids making any kind of physical contact |
85-86 | Always tries to be the center of attention |
87-88 | Makes snap judgments about people or situations |
89-90 | Very jealous and possessive |
91-92 | Continually mentions a heroic battle he was in and how nothing else compares |
93-94 | Makes token bets about minor things |
95-96 | Refers to self in third person |
97-98 | Says people's names a lot when speaking |
99-00 | Haggles over everything |
Table 2: Physical Characteristics
1d100 | Stock Character |
---|---|
01 | Warts |
02 | Bad breath |
03 | Big nose |
04 | Long fingers |
05 | Stubby fingers |
06 | Boils |
07 | Very clean |
08 | Very white teeth |
09 | Dazzling eyes |
10 | Sweet smile |
11 | Beautiful curves/muscles |
12 | Dirty nails |
13 | Dirty hands |
14 | Calloused hands |
15 | Eye patch |
16 | Glass eye |
17 | Glasses |
18 | Bushy sideburns |
19 | Yellow teeth |
20 | Scratches a lot |
21 | Sneezes a lot |
22 | Compulsive blinking |
23 | Bites nails |
24 | Obviously dyed/unnaturally colored hair |
25 | Avoids making eye contact |
26 | Sweats a lot |
27 | Giggles |
28 | Hobbles |
29 | Jolly looking |
30 | Cracks knuckles often |
31 | Whistles when talking |
32 | Cross-eyed/Lazy Eye |
33 | Harelip |
34 | Rotten teeth |
35 | Generally filthy |
36 | Distinctive Tattoo |
37 | Many tattoos |
38 | Covered in tattoos |
39 | One pierced ear |
40 | Pierced ears |
41 | Pierced nose |
42 | Pierced lip |
43 | Tribal scar on forearm |
44 | Winks a lot |
45 | Hacking cough |
46 | Spits a lot |
47 | Dreadlocks |
48 | Different colored eyes |
49 | Missing teeth |
50 | Scarred |
51 | Twitches |
52 | Laughs nervously |
53 | Lisps |
54 | Limps |
55 | One eye |
56 | Missing a finger |
57 | Scarred face |
58 | Picks teeth nervously |
59 | No teeth |
60 | No fingers on one hand |
61 | Bald |
62 | Comb-over bald patch |
63 | Shaved head |
64 | Curly hair |
65 | Long hair |
66 | Short hair |
67 | Blonde hair |
68 | Black hair |
69 | Red hair |
70 | Gray hair |
71 | Big ears |
72 | Fat |
73 | Tall |
74 | Thin |
75 | Short |
76 | Homely |
77 | Handsome/beautiful |
78 | Mustache |
79 | Beard |
80 | Stubbly |
81 | Obscenely fat |
82 | Strangely tall |
83 | Unusually short |
84 | Double-chinned |
85 | Thin-lipped |
86 | Very hairy |
87 | Eyebrows meet |
88 | Wide mouthed |
89 | Missing a hand |
90 | Club-footed |
91 | Missing a leg |
92 | Missing an arm |
93 | Horrible facial scars |
94 | Clawed hands |
95 | Webbed hands |
96 | Scarred from pox |
97 | Terrible facial disease |
98 | Covered in cysts |
99 | Covered in pustules |
00 | Major deformity |
Casting the part - It can be helpful to imagine an actor or fictional character as playing the the Name NPC (Frank Constanza or John Wayne for example). This gives the GM an instant graps of the character's appearance and possibly personality.
NPC: Stock Characters
NPCS need to have personalities so they can engage with the PC and not seem identical to each other, but every single NPC doesn't need to be totally unique. Some are there to fill a role in the campaign the way certain stock characters fill a role in each of Shakespeare's plays. That's the concept of Stock Characters, just a quick easily grasped personality based on stereotypes used in movies, novels, and plays for hundreds of years.
Table 1: Cleric/Priest
1d100 | Stock Character |
---|---|
01-15 | Mad scientist - An insane or highly eccentric priest |
16-30 | Senex iratus - A parental figure prone to rages and threats |
31-45 | Whisky priest - A priest who shows clear signs of moral weakness |
46-85 | Wise Elder - An elderly Priest who provides wisdom |
86-00 | Roll on Mundane table |
Table 2: Military
1d100 | Stock Character |
---|---|
01-05 | Arrogant Soldier - Overly confident soldier |
06-10 | Bitter Veteran - Bitter but experienced soldier |
11-15 | Black knight - An evil fighter |
16-20 | Crazy General - Crazy war leader |
21-25 | Drill Sergeant - Tough as nails veteran man-at-arms |
26-30 | Elderly master - A wise, powerful man |
31-35 | Hotshot - A reckless character |
36-40 | Incompetent Soldier - Good hearted but incapable |
41-45 | Incompetent Commander - Commander who bought their position |
46-50 | Jolly Veteran - A daft military leader |
51-55 | Miles Glorious - A boastful soldier |
56-60 | Pompous Colonel - A blowhard commander |
61-65 | Raw Lieutenant - A confused, idealistic, commander |
66-70 | Raw Recruit - New soldier who knows nothing |
71-75 | Ringbanger - Obsessed with class and upbringing (represented by ring) |
76-80 | Rough Sergeant - Tough, knowledgable, and dependable |
81-85 | Solid Non-com - A dependable sergeant |
86-90 | Spear carrier - A minor military fellow |
91-95 | Supersoldier - A soldier who operates beyond perceived limits or abilities |
96-00 | Roll on Mundane table |
Table 3: Mundane
1d100 | Stock Character |
---|---|
01-03 | Bad boy - A roguish macho man |
04-06 | Battle-axe - A domineering woman |
07-09 | Boy next door - A nice guy |
10-13 | Cat lady - An old woman who lives alone |
14-16 | Contender - A competitive underdog |
17-19 | Everyman - An ordinary individual |
20-23 | Farmer's daughter - A naive young woman |
24-26 | Femme fatale - A beautiful but mischievous woman |
27-29 | Girl next door - An wholesome but average girl |
30-33 | Grande dame - An elderly socialite |
34-36 | Hag - A wise old woman |
37-39 | Harlequin - A clown |
40-43 | Hooker with a heart of gold - A moral person in immoral occupation |
44-46 | Ingenue - A young wholesome person |
47-49 | Jock - An athlete who is not very smart |
50-53 | Momma - Matronly woman |
54-56 | Manic Pixie Girl - Girl with eccentric personality quirks |
57-59 | Mother's boy - A man who is excessively attached to his mother |
60-63 | Nerd - A socially-impaired, or overly-intellectual person |
64-66 | Noble savage - A wild outsider with noble characteristics |
67-69 | Outlaw - A romanticized, often charismatic scoundrel |
70-73 | Princesse lointaine - A romantic love interest |
74-76 | Senex iratus - A parental figure prone to rages and threats |
77-79 | Soubrette - Vain, girlish, mischievous, lighthearted, girl |
80-83 | Straight man A sidekick to a funny person |
84-86 | Swashbuckler - A joyful, noisy, and boastful swordsman |
87-89 | Tomboy - A girl with boyish and/or manly behavior |
90-93 | Tortured artist - A character who is in constant torment |
94-96 | Town drunk - A character who is drunk more often than sober |
97-00 | Village idiot - A person known locally for ignorance or stupidity |
Table 4: Noble
1d100 | Stock Character |
---|---|
01-10 | Bad boy - A roguish macho man |
11-20 | Battle-axe - A domineering woman |
21-30 | Grande dame - An elderly socialite |
31-40 | Mother's boy - A man who is excessively attached to his mother |
41-50 | Princesse lointaine - A romantic love interest |
51-60 | Senex iratus - A parental figure prone to rages and threats |
61-70 | Soubrette - Vain, mischievous, lighthearted, girl |
71-80 | Tortured artist - A character who is in constant torment |
81-90 | Wise Elder - An elderly noble who provides wisdom |
91-00 | Roll on Mundane table |
Table 5: Rogue
1d100 | Stock Character |
---|---|
01-05 | Bad boy - A roguish macho man |
06-10 | Battle-axe - A domineering woman |
11-15 | Elderly master - A wise, powerful leader |
16-20 | Femme fatale - A beautiful but mischievous woman |
21-25 | Gentleman thief - A sophisticated thief |
26-30 | Hotshot - A reckless thief |
31-40 | Incompetent Thief - Good hearted but incapable thief |
41-45 | Miles Glorious - A boastful thief |
46-50 | Jolly Veteran - A daft but fun old thief |
51-55 | Raw Recruit - New thief who knows nothing |
56-60 | Rough Sergeant - Tough, knowledgable, and dependable |
61-65 | Solid Non-com - A dependable sergeant |
66-90 | Spear carrier - A minor dependable thief |
91-95 | Superthief- A thief who operates beyond human limits |
96-00 | Roll on Mundane table |
Table 6: Wizard
1d100 | Stock Character |
---|---|
01-20 | Absent-minded professor - An absent-minded Wizard/witch |
21-40 | Crone - A malicious old Wizard/witch |
41-50 | Nerd - A socially-impaired, or overly-intellectual Wizard/witch |
51-60 | Wise Elder - An elderly Wizard/witch who provides wisdom |
61-00 | Roll on Mundane table |
Personality Modifier
Not everyone with the same base personality is the same. After all one can be an Abusive Drunk Priest or a Cowardly Drunk Priest. Adding the modifier gives quick, but subtle shades of personality to the stock characters. Details for the modifiers are left to the GM.
Not everyone with the same base personality is the same. After all one can be an Abusive Drunk Priest or a Cowardly Drunk Priest. Adding the modifier gives quick, but subtle shades of personality to the stock characters. Details for the modifiers are left to the GM.
Table 7: Personality Modifiers
1d100 | Personality |
---|---|
01-02 | Abusive |
03-04 | Affectionate |
05-06 | Aggressive |
07-08 | Ambitious |
09-10 | Anxious |
11-12 | Bossy |
13-14 | Brave |
15-16 | Cautious |
17-18 | Confident |
19-20 | Cowardly |
21-22 | Creative |
23-24 | Cruel |
25-26 | Cynical |
27-28 | Determined |
29-30 | Direct |
31-32 | Easygoing |
33-34 | Emotional |
35-36 | Enthusiastic |
37-38 | Extroverted |
39-40 | Funny |
41-42 | Generous |
43-44 | Gentle |
45-46 | Greedy |
47-48 | Gullible |
49-50 | Happy |
51-52 | Honest |
53-54 | Impatient |
55-56 | Impulsive |
57-58 | Introverted |
59-60 | Lazy |
61-62 | Modest |
63-64 | Moody |
65-66 | Nervous |
67-68 | Nice |
69-70 | Optimistic |
71-72 | Patient |
73-74 | Pessimistic |
75-76 | Pompous |
77-78 | Rational |
79-80 | Reliable |
81-82 | Sarcastic |
83-84 | Secretive |
85-86 | Selfish |
87-88 | Sensitive |
89-90 | Shy |
91-92 | Sincere |
93-94 | Stubborn |
95-96 | Superficial |
97-98 | Tactful |
99-00 | Tactless |
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