Sunday, June 21, 2020

Golden Gold

This is a reworking of the 3.5e coin rules that increases the value of gold (and other precious metals) while requiring a minimum of change to the price lists of equipment, goods, and services.

Under these rules, coins normally have a weight of 100 per pound (rather than the SRD value of 50 per pound). Furthermore, gold, silver, and copper coins can be broken into four “pieces.” Thus a “gold piece” is one quarter of a gold coin, a “silver piece” is one quarter of a silver coin, and a “copper piece” is one quarter of a copper coin. However, whole coins pass at a premium, being worth five pieces rather than four. This means that a gold coin has a value of 5 gp, and that a pound of gold coins consists of 100 coins with a total value of 500 gp.

The reason why whole coins pass at a premium is that broken coin-pieces tend to be underweight, as any full-weight and overweight pieces get shaved or melted down for their metal value. It typically takes 500 quarter-coin pieces, rather than 400, to make a pound.

Prices for nearly all goods and services remain the same as in the standard rules, as measured in nominal gold, silver, and copper pieces. A 15 gp sword, for example, still costs “15 gold pieces,” even if it only takes three physical gold coins to buy it. Ingots of gold and silver, however, are now worth ten times the values given in the SRD. Silver is now worth 50 gp per pound, and gold is now worth 500 gp per pound. Copper and platinum are special cases.

Ordinary copper, a.k.a. “base copper” or “vulgar copper,” has the same value as in the standard rules (5 sp per pound), and is used to make bronze and brass alloys. “Coin copper” or “jewelry copper” is an alloy of copper with a few percent of silver plus a fraction of a percent of mithral. This makes it harder and more resistant to corrosion than pure copper or copper alloyed with a small amount of some other base metal (e.g. 5% zinc). It’s also worth ten times as much as ordinary copper: 5 gp per pound. Nearly all copper coins and copper jewelry use this coin alloy, rather than being made from base copper.

Platinum has a value of 1000 gp per pound, or twice that given in the SRD. Platinum coins thus have the same value as in the SRD (10 gp each) since at 100 per pound they have half the SRD weight. Unlike other coins, they aren’t broken into quarters, and so a platinum coin is still a “platinum piece.”

Because precious metals are more valuable, the value of jewelry made from them is increased (or alternatively, the jewelry weighs less). For spell material components and foci that require a minimum weight and value of precious metal, go by the value, reducing the required weights. Thus a spell that officially requires five pounds of silver dust (25 gp worth) now requires only half a pound (which is still 25 gp worth).

Certain campaigns, or areas within a campaign, may have gold “pieces of eight” or “doubloons.” These are larger gold coins, weighting 50 per pound and worth 10 gp each when whole. As per their names, they are double the weight of other coins and can be broken into eight gold pieces.

Other precious metals are adamantine, mithral, and electrum:

Adamantine is worth 100 gp per pound. Most of the high price of adamantine armor and weapons is due to the special fuels and quenching materials needed to work the metal. Apply the costs of these special fuels and quenches as needed in order to make the crafting rules work out properly.

Jewelry-grade mithral is worth 2,500 gp per pound. Mithral armor and shields are made from a mithral-steel alloy that contains only 10% of the pure metal. This allows the SRD costs for mithral armor to remain unchanged. However:

  1. Heavy and tower shields cannot be made of mithral.
  2. The metal portions of mithral chain shirts and chainmail armor are very light. The padding makes up 10 lbs of the weight in both cases, with the metal portions weighing only 2.5 lbs for a mithral shirt and 10 lbs for a full suit of mithral chainmail.
  3. Mithral weapons having a (normal, non-mithral) weight of less than 1 lb are not automatically of Masterwork quality.

Electrum, under these rules, is not just an alloy of gold and silver, but an alloy of gold, silver, and magic. Electrum coins are worth 100 gp each and radiate faint transmutation magic. Like platinum, electrum coins are never broken into quarters, and so each coin is an “electrum piece” (ep). Bulk electrum would be worth 10,000 gp per pound.

Electrum contains experience points that can be used to pay the xp cost of casting spells and creating magic items. Each coin-weight of electrum contains 20 xp. Thus a spellcaster could use 15 electrum pieces to cast a spell having a cost of 300 xp, rather than paying the cost from his personal xp total. Using the xp of electrum this way causes the gold and silver metal to vanish as well.

Sunday, September 16, 2018

D&D 3.5 expanded and modified containers list

As the title says, this is an expanded and modified list of various containers for 3.5e D&D

Packs

Itemcostweightcapacitynotes
Backpack2 gp2 lb180 lb
Backpack (small)2 gp0.5 lb45 lbFor Small sized figures
Packboard3 gp5 lb[1]For Medium sized figures
Packboard (small)3 gp1 lb[1]For Small sized figures
Packboard (large)12 gp20 lb[1]For Large sized humanoid figures
Pack Saddle5 gp15 lb[1]For Large sized pack animals
Pack Saddle, exotic15 gp20 lb[1]For other Large sized creatures
Pack Saddle (med)3 gp5 lb[1]For Medium sized pack animals

[1] Packboards and pack saddles can hold as much as the figure can carry. They can only be used by figures of the appropriate size (e.g. a Medium figure cannot use a Small packboard.)

A backpack provides 1 point of hardness protection for its contents. A packboard or pack saddle does not provide any protection – the items strapped to it are exposed.

Pouches and Bags

Itemcostweightcapacitynotes
Belt Pouch1 gp0.5 lb5 lb
Toolkit Bag, light5 sp0.5 lb5 lb
Toolkit Bag, standard1 gp1 lb10 lb
Toolkit Bag, heavy2 gp2 lb20 lb
Saddlebags8 gp8 lb80 lb × 2
Saddlebags, light2 gp2 lb20 lb × 2

A light toolkit bag is the sort commonly used to hold a healer’s kit or thieves tools. A standard toolkit bag is the sort commonly used to hold artisans tools, a climber’s kit, or a disguise kit. In both cases, the weight of the kit in the standard equipment list includes the weight of the bag.

Saddlebags come in pairs, and are halfway between an oversized pair of “belt pouches” for a mount and a form of backpack for a mount. Standard saddlebags hold up to 80 lb on each side, and light saddlebags hold up to 20 lb on each side.

Barrels, Buckets, Kegs, and Tubs

Itemcostweightcapacitynotes
Keg1 gp8 lb8 gallons72 lb when full
Half Barrel 1 gp15 lb15 gallons135 lb when full
Barrel2 gp30 lb30 gallons270 lb when full
Hogshead4 gp60 lb60 gallons540 lb when full
Bucket5 sp2 lb2 gallonsStandard wooden bucket
Bucket, 1 gallon3 sp1 lb1 gallon
Bucket, 5 gallon8 sp5 lb5 gallons
Tub, 10 gallon2 gp10 lb10 gallonswooden tub
Tub, 20 gallon4 gp20 lb20 gallons
Tub, 40 gallon8 gp40 lb40 gallons

Baskets

Itemcostweightcapacitynotes
Basket4 sp1 lb64 lb1 bushel, 8 gallons
Basket, half-bushel2 sp0.5 lb32 lb½ bushel, 4 gallons
Basket, peck1 sp16 lb¼ bushel, 2 gallons

A typical bushel basket is 1.5 feet across and 1 foot high. This is the “basket” listed in the SRD. A peck basket would have a weight of 0.25 lb if figuring things that finely, but the D&D 3.5 rules ignore weights that low for encumbrance purposes.

Clay Jugs, Pitchers, and Mugs

Itemcostweightcapacitynotes
Clay Jug, 5 gal.15 cp5 lb5 gallon45 lb when filled
Jug, 2 gal.6 cp2 lb2 gallon18 lb when filled
Jug, 1 gal.3 cp1 lb1 gallon9 lb when filled
Jug, ½ gal.3 cp1 lb2 quarts5 lb when filled
Jug, 1 quart3 cp0.5 lb1 quart2.5 lb when filled
Jug, 1 pint3 cp0.5 lb1 pint1.5 lb when filled
Pitcher2 cp1 lb4 pints5 lb when filled
Mug/Tankard2 cp1 pint1 lb when filled

The 1 gallon clay jug is the “Jug, clay” listed in the SRD. As a house-rule errata, it weights 1 lb when empty, and the 9 lb listed in the SRD when filled.

Note that clay jugs smaller than 1 gallon don’t cost less than the 1 gallon clay jug.

As with the 1 gallon jug, the “pitcher” and “mug/tankard” have a house-rule errata: The weights given in the SRD are the weights of these two containers when filled, with lower empty weights being the ones listed here.

Glass Bottles and Vials

Itemcostweightcapacitynotes
Glass Bottle, 1 gal.12 gp1 lb1 gallon9 lb when filled
Bottle, ½ gal.6 gp0.5 lb2 quarts4 lb when filled
Bottle, 1 quart3 gp1 quart2 lb when filled
Bottle, wine2 gp1.5 pints1.5 lb when filled
Bottle, 1 pint18 sp1 pint1 lb when filled
Bottle, ½ pint16 sp8 oz0.5 lb when filled
Vial, 4 oz14 sp4 oznegligible weight when filled
Vial, 2 oz12 sp2 oznegligible weight when filled
Vial, 1 oz1 gp1 ozStandard Ink or Potion vial

A one quart bottle would have a weight of 0.25 lb if figuring things that finely, but the D&D 3.5 rules ignore weights that low for encumbrance purposes.

The “wine” bottle is the “bottle, wine glass” bottle listed in the SRD.

Note that the standard (1 oz) vial has a weight of “—“ here, rather than the 1/10 lb listed in the book and SRD.

90% or more of all vials are glass, with most of the rest being metal, and a few being of some other material. Non-glass vials have the same cost as glass vials, and for most purposes are functionally identical. However non-glass vials are more likely to prove incompatible with a given substance or formulation than glass vials. Non-glass vials will be incompatible 10% of the time, while glass vials will be incompatible only 1% of the time.

Flasks

Itemcostweightcapacitynotes
Clay Flasks
– 1 quart3 cp0.5 lb2 pints2.5 lb when filled
– 1 pint3 cp0.5 lb1 pint1.5 lb when filled
– 1 pint, thin-walled1 cp1 pint1 lb when filled
Metal Flasks
– 1 quart2 gp2 pints2 lb when filled
– 1 pint18 sp1 pint1 lb when filled
– ½ pint16 sp8 oz0.5 lb when filled
Wooden Flasks
– 1 quart1 gp2 pints2 lb when filled
– 1 pint5 sp1 pints1 lb when filled
– ½ pint3 sp8 oz0.5 lb when filled

The 1-pint clay flask is the “flask (empty)” of the SRD. Note that the weight of 1.5 lb given in the SRD is for a full flask, with an empty flask weighing 0.5 lb.

The “thin-walled” clay flasks are the easily-broken flasks used as splash weapons for acid, holy water, etc. If emptied normally, rather than being used as splash weapons, they have a 50% chance of breaking when refilled.

Clay flasks (other than the thin-walled flasks) and wooden flasks have hardness 2 and 1 hit point. Metal flasks have hardness 5 and 1 hit point. The “1-hit point” is the damage needed to crack them or otherwise make them too leaky to use. Completely shattering them requires more damage.

“Wooden” flasks may also be made from hardened leather or other materials (e.g. gourds).

Chests and Trunks

Itemcostweightcapacitynotes
Trunk4 gp40 lb500 lb
Small Trunk2 gp20 lb250 lb
Chest1 gp10 lb125 lb
Treasure Chest2 gp25 lb125 lbor 500 lb of coins

A trunk is roughly 3 feet by 2 feet by 18 inches, with an internal volume of 8 cubic feet

A small trunk is roughly 30 by 20 by 15 inches, with an internal volume of 4 cubic feet

A chest is roughly 2 feet by 18 inches by 1 foot, with an internal volume of 2 cubic feet

A “treasure” chest is the standard chest of the SRD. It has the same dimensions as the chest above, but is reinforced to carry coins. A treasure chest can carry up to 500 lb of coins, or 125 lb of jewelry, gems, magic items, and ordinary goods. Each 5 lb of non-coin items stowed in a treasure chest reduces its coin capacity by 20 lb of coins.

Notes on opening and breaking chests

All chests and trunks have hardness 5. They have a break DC of 17, except for the treasure chest which has a break DC of 23.

Hit points are Trunk–15 hp; Small Trunk–10 hp; Chest–5 hp; Treasure Chest–15 hp.

Built-in locks add to the cost and grant a DC vs open lock to open them, as per the standard rules: Simple–20gp/DC 20; Average–40gp/DC25; Good–80gp/DC 30; Amazing–150gp/DC 40 Built in locks do not affect hardness, break DC, or hit points of the chest.

Padlocks also grant a DC vs open lock to open them. In addition, they can be attacked separately from the chest or trunk. They all have hardness 10 and 5 hit points, and a break DC of Simple–DC22; Average–DC24; Good–DC26; and Amazing–DC28

Sacks

Itemcostweightcapacitynotes
Sack1 sp0.5 lb100 lb2 × 3 foot standard sack
Sack, 250 lb2 sp1 lb250 lb3 × 4 foot large sack
Sack, 50 lb5 cp50 lb19 × 28 inches
Sack, 25 lb3 cp25 lb15 × 22 inches
Sack, 10 lb1 cp10 lb11 × 17 inches
Coin sack3 cp50 lbor 10 lb of ordinary goods
Gem sack, large1 gp10 lb11 × 17 inches
Gem sack, med5 sp5 lb
Gem sack, small2 sp2 lb
Gem sack, tiny1 sp1 lb

Sacks are normally of burlap or other heavy, coarse material (“sackcloth”). They come in various sizes, as given in the table. Canvas sacks cost twice as much as ordinary sacks, but have a hardness of 1 (instead of hardness 0). They otherwise have the same weight and capacity as ordinary sacks of the same size.

Coin sacks are heavy canvas and/or leather. They are the same size as a normal 10 lb sack, but have extra strength so that they can hold up to 50 lb of coins without bursting. If used to hold ordinary goods, a coin sack will only hold 10 lb. Coin sacks have hardness 2.

Gem sacks are of velvet, fine thin leather, or similar materials. They are typically used to hold gems, jewelry, and other high-value items.

Other

Itemcostweightcapacitynotes
Case, map or scroll1 gp0.5 lb(special)see below
Pot, iron5 sp10 lb5 quarts20 lb when filled
Waterskin, 2 quart1 gp2 quarts4 lb when filled
Waterskin, 1 quart5 sp1 quart2 lb when filled
Waterskin, 1 pint5 sp1 pint1 lb when filled

A scroll case can hold up to 10 scrolls. However, if the case holds more than four scrolls, it is a full-round action to pull out the desired scroll. If there are four scrolls or fewer, then pulling a scroll from a scroll case is a move-equivalent action.

An iron pot has a 5 quart capacity. (Think: 5 quart cast-iron Dutch oven.) The 10 lb weight given in the SRD is for an empty pot. A full pot would weigh 20 lb.

The 2-quart waterskin is the standard waterskin from the SRD. The 1-pint waterskin is the SRD waterskin for Small characters, but with a reduced price. Note that the weights given in the SRD are for full waterskins.

Monday, March 21, 2016

Percentile Hero

Using Percentile Dice in the HERO System


(Intended for Hero System 4th Edition, aka the “Big Blue Book”)

0. Introduction

The following rules allow Skill rolls, Attack rolls, and Characteristic and Perception rolls to be made on percentile dice (d100) rather than on 3d6. This has two advantages: First, it eliminates the ‘breakpoint’ values of Characteristics for these rolls. A Characteristic of 13 will no longer be a ‘magic number’ - Characteristics of 12 or 14 will be equally cost effective. Second, most people find it easier to understand probabilities expressed as percentages than as chances of rolling under a target number on 3d6; people have a better intuition for “74%” than for “12-” even though the two are almost identical.

1. Skill Rolls

Each skill that had a 3d6 roll under standard HERO rules has a percentage score in this new system: E.g. Demolition 68% rather than Demolition 11-. The percentage scores are calculated as follows:

  • Familiarities have a flat 30% score.
  • General skills have a 60% base score for 3 points, plus an extra 10% for every extra 2 points spent on improving them.
  • Characteristic-based skills have a base score of [(2 × Characteristic) + 40%] for 3 points, plus an extra 10% for every 2 additional points spent.
  • Background skills - Knowledge, Professional, and Science skills - have a base score of either 60% for 2 points or [(2 × Intelligence) + 40%] for 3 points, plus an extra 10% for every additional point spent on the skill.

The GM may have some background skills use a Characteristic other than Intelligence, or may have some skills use two Characteristics: For example, he may have PS: Surgery be based on (INT + DEX + 40%) for 3 points.


Using Skills

When a character uses a skill, the player rolls d100 against the skill percentage. A successful roll indicates successful use of the skill. Skill Levels add +10% to effective skill for each level used. In general, each +1 or -1 modifier under the 3d6 system gives +10% or -10% under the percentile system.
Characters with a modified skill of 100% or more should be granted automatic success unless using an optional rule for “automatic failure” rolls. Characters with a base skill of 60% or better should be considered “competent” or “expert.” With the +40% bonus for routine tasks, they have a modified skill of 100% - don’t bother rolling the dice.
In addition, a failed roll should not usually indicate total, catastrophic failure. If the character has time to keep working on the situation, the GM should allow repeated rolls with a cumulative -10% modifier on each roll. However, if the character fetches tools, takes extra time, or otherwise acts to give himself a bonus, then the GM should allow the roll and not apply the -10% modifier.


Skill vs Skill

Skill versus skill situations can be handled by either of two different methods. The method the GM chooses will depend on what the GM prefers or what he feels is more appropriate for the given situation:
  • In the first method, the first character rolls against skill. On a successful roll, read the 10’s digit. (i.e. round the number rolled down to the nearest 10% - a 38 would round down to 30%). This becomes the penalty to the second character’s roll. If the first character’s roll is between 01 and 09, then the second character rolls with a 0% penalty. If the first character’s roll fails, then the second character doesn’t need to roll at all.
  • In the second method, the first character rolls against skill. On a successful roll, the number rolled becomes the number that the second character has to beat: The second character must roll above the first character’s roll, but less than or equal to his own skill. For example, if the first character rolled a 38, and the second character had a 96% skill, then the second character would have to roll between 39 and 96 to succeed. Again, if the first character’s roll fails, then the second character doesn’t need to roll at all.

In both methods, skills above 100% “wrap around”: Rolls that succeed by 100 or more are read as the number rolled plus 100. For example, if the character has a skill of 124%, then a roll of 08 is read as “108,” a roll of 22 is read as “122” but a roll of 26 is still read as “26.”
This means that characters with very high skills will be hard to beat if they roll well. If the character has a 124% skill and rolls an 06, it is read as “106.” If using the first method, this rounds down to a -100% penalty on the second roll. If using the second method, the second roll has to beat 106, but still come in under the second character’s skill. In either case, the second character will have to have a skill over 100% himself.

Example (using method one): Andarra has Computer Programming at 60%. She tries to set up a security block on her computer system, taking extra time so as to get a +10% bonus. She thus needs to roll a 70 or less to successfully set up the block. She rolls a 36, setting up the block and giving any intruders a -30% penalty on their Computer Programming roll to hack into her system. If she had rolled 52, the penalty would have been -50% to any hackers, and if she had rolled 74, she would have failed to set up any block.
Later, Andarra has her friend Pfred set up a better block. With his levels and special equipment, Pfred’s modified Computer Programming skill for this task is 114%. Pfred rolls a 11. Normally this would give a block with a mere 10% penalty to hack through, but Pfred’s skill is high enough that wrap-around comes into play and the 11 is read as “111.” As a result, hackers attempting to attack this block have a -110% penalty to their Computer Programming skill.

The “meta-rule” here is that the higher the roll the better one has performed - as long as the roll doesn’t go over one’s skill percent.


Complementary Skills

When using a Complementary skill, roll against skill as normal. If the roll is successful, read the 10’s digit on the dice, divide by two, and round up to the nearest 10%. This becomes the bonus given to the main skill. For example, if a “54” is rolled for the complementary skill (and this is a success) then the main skill gets a 30% bonus: Half of 5, rounded up, is 3 - which translates to a 30% bonus.
Remember to apply “wrap-around” for skills above 100%: A roll of 23 against a skill of 130% is really “123” and gives a bonus of 60% to the main skill: Half of 12 is 6 - 60%
Note that the minimum bonus given by a successful complementary skill roll is 10%: A roll of 01-09 (without wrap-around) will give a bonus of 10% rather than 0%.


Skill Modifiers

As noted above, each +1 or -1 worth of “standard” modifier gives a +10% or -10% modifier in the percentile system. For example, the Skill Modifier table on page 18 (4th edition) would translate as follows:
ModifierCircumstance
+30% to +50%Routine
+10% to +30%Easy
-10% to -30%Difficult
-30% to -50%Extremely Difficult
-50% or moreSheer Folly
+10% per levelExtra Time (one or more levels down on the time chart)
+10% to +30%Character has extensive knowledge of the object of his Skill Roll
+10% to +30%Character roleplays the Skill use well
+10% to +30%Using good equipment in connection with the Skill Roll
+10% to +30%Excellent conditions for performing the Skill
-10% to -50%Poor conditions for performing the Skill
-10% to -50%Extremely strange or weird (to the character) object on which to perform the skill
-10% to -50%Lack of proper equipment (if appropriate)
-10% to -30%Combat conditions, for Skills not normally used in combat


2. Characteristic and Perception Rolls

When using percentile dice, a Characteristic roll is [(2 × Characteristic) + 40%]. An Intelligence or Perception roll, for example, would be [(2 × INT) + 40%]. As is the case with skills, each +1 or -1 modifier in the standard HERO rules would translate into plus or minus 10% on the percentage Characteristic roll.

3. Attack Rolls

Percentage Combat Values are calculated as follows:
  • Defensive Combat Value (DCV): (3 × DEX)%
  • Offensive Combat Value (OCV): [(3 × DEX) + 60%]

For Ego Combat Values, substitute EGO for DEX in the above formulae.

When making an Attack Roll using percentile dice, a successful hit requires the character to roll over the target’s DCV but less than or equal to the character’s own OCV. Example: George (OCV 96%) attacks Agent Fred (DCV 30%). George’s d100 Attack Roll must be greater than 30 and less than or equal to 96 for the attack to hit.

Combat Levels and other modifiers mostly apply as usual: Each +1 or -1 modifier in the standard HERO rules gives a 10% modifier in the percentile system. However, note that some modifiers should be switched to apply to the attacker’s OCV rather than to the target’s DCV. In particular, the DCV penalties from a target’s Growth become bonuses to the attacker’s OCV under this system, and likewise the DCV bonuses from Shrinking become OCV penalties to the attacker.

If DCV penalties reduce a target’s DCV below zero, treat the target as having 0% DCV - there are limits to how easy one can make oneself to hit. Before doing this, though, be sure that none of the DCV penalties to the target are really more appropriately applied as OCV bonuses to the attacker (as in the case of Growth, above).

If a character has an OCV greater than 100%, it “wraps around” (and effectively eats into the target’s DCV from the bottom). Example: Speedy Sam (OCV 129%) attacks George (DCV 36%). For Sam, rolls of 01-29 count as “101-129.” Since rolls of 101-129 are above George’s DCV and less than or equal to Sam’s OCV, they hit.

If both OCV and DCV are above 100%, simply drop the 100’s digit from both. I.e. OCV 160% vs DCV 132% simplifies to OCV 60% vs DCV 32%

When making an autofire attack, each full 20 points by which the d100 roll exceeds the target’s DCV indicates an additional hit on the target. For OCV 87% vs DCV 30%, a roll of 31+ indicates one hit, 50+ indicates 2 hits, 70+ indicates 3 hits - and 90+ indicates a clear miss. If the attacker’s OCV “wraps around”, then the autofire count does too: For OCV 115% vs DCV 30%, a 31+ equals 1 hit, 50+ equals 2 hits, 70+ indicates 3 hits, 90+ or 01-09 (read as 101-109) indicates 4 hits, and a roll of 10-15 (read as 110-115) indicates 5 hits. A roll of 16 (too large to wrap-around) indicates a clear miss.

4. Optional Rules: Automatic Failures

The above Percentile Hero rules assume that a character with a modified skill of 100% or more will always succeed. Some GMs like this. Others hate it. For those who hate it, the following optional rules may be used:

Option A:

A roll one point greater than the maximum “wrap-around” is an automatic failure. For example, if the character has a skill of 116%, then a roll of 17 is an automatic failure.

Option B:

On a roll of 98, apply a -10% penalty. On a roll of 99, apply a -20% penalty. On a roll of 100, apply a -30% penalty. If these penalties turn a successful roll on a 98, 99, or 100 into a failure, then the roll counts as a failure. For example, a character with a modified skill of 106% rolls a 99. The additional 20% penalty reduces the skill to 86%. The roll of 99 thus is a failure. But if the character had a skill of 124%, then the 20% penalty would only reduce it to 104% and the roll of 99 would still be a success.

Option C:

Apply both Option A and Option B, above.

Sunday, March 6, 2016

How Much Magic Is There?

“How much magic is there?” in a given fantasy world? This is a question that has answers in multiple dimensions which are only partly interrelated. As an attempt at a breakdown:

What proportion of the population can cast spells or otherwise “do” magic?

The ability to cast spells or otherwise “do” magic can be a rare gift, talent or skill, or it can be a common one. Or it can be universal or nearly so: E.g. 1st and 2nd ed RuneQuest “spirit magic” that anyone can learn and that practically everyone does learn. Or the “magic” can be very very simple: In real life, anyone can nail a horseshoe over a barn door or throw a pinch of salt over their shoulder. In a fantasy world, these things can have real (if minor) magical effects.

(A sidenote: One of the most common forms of ‘folkloric’ magic seems to be magic specifically directed against magical beings. E.g. wearing your clothes turned inside-out makes you invisible to the fay folk but not to ordinary people. Or spitting on an arrowhead to negate a magical beastie’s immunity to arrows. A game example might be “disbelieving illusions.” Generally, you don’t have to be specially talented/gifted/skilled in magic to do these things.)

One can make a distinction between “mundane magic” that’s too weak to count and “real magic” usable only by “real magic users.” By analogy, the US has universal literacy, but not everyone is a “writer.” Which brings us to the next question:

How common are “powerful” magic users compared to “weak” ones?

The magic-user population can form a pyramid, with many ‘hedge wizards’ for every master mage. Or it can be a more even distribution with relatively few weak wizards for each strong one. Or there can be a ‘population inversion’ of power, where powerful wizards exist but weak ones don’t. This last version feels unnatural and counter-intuitive and calls for some in-world explanation (E.g. weak/beginner mages must either grow powerful or die.)

Then there’s the question of what “powerful” means:

What is the absolute level of magic power in the world?

Moving a megalith by magic from Ireland to England might be a once-in-a-lifetime feat by the greatest wizard in a thousand years. Or it might be something that happens once a year, or once a month. Likewise transforming a cat into a dog might be something only a Great Mage can do, or it might be the regular test for an apprentice to graduate. A magical “fireball” might be the size of a fist or the size of a room. It might scorch a man if it hits, or it might burn right through him.

Of course fire magic might be especially weak or hard to do in a given fantasy world, which brings up the next question:

What is magic especially good at or especially bad at?

In some worlds, magic is the “power cosmic” - it can do anything, and it can do it better than any other method. In other worlds, magic has strange limitations, or a specific “flavor.” In 2nd edition RuneQuest, for example, there’s an explanation that the gods prefer to work with energy rather than with matter, and to work with magical energy rather than with other kinds.

Likewise, one fantasy world may have magic slanted to mind or emotion-affecting spells, with the production of physical effects being difficult or impossible. Another might be the opposite: lightning bolts and magical walls are easy to conjure, but mind-control is difficult or impossible.

How easy is it to preform weak magics compared to strong ones?

Classic D&D has a lower limit on how weak spells can be: It is at least as hard (if not harder) to cast a ‘bic-flick’ level candle-lighting spell as it is to cast Burning Hands. A lot of gamers didn’t like this, and ‘cantrips’ were developed as an attempt to ‘fix’ it. Some gamers don’t think this went far enough, and prefer variants and systems where one can easily cast really weak magics.

On the other hand, there is something to be said for making a strong break between mages and non-mages via a minimum ‘up front’ investment for using magic. On the third hand, this result tends to feel unnatural and counter-intuitive, similar to the way having powerful mages but not weak ones.

One variant might be to limit common, weak magic to a purely defensive ‘anti-magic’ role: Magics affecting the magical are common, and easy enough for anyone to preform; magics affecting the mundane have to have power, skill, and talent behind them.

Another variant might be to make weak magics easy for those who know the strong magics, but hard or impossible for those who don’t. Thus trained and talented mages can do trivial stuff with magic, but Joe Peasant and John, Lord Doe cannot. This has the advantage of making mages ‘cooler’ while adding little to their gross power.

Finally:

How easy is it to share the fruits of magic?

The easier it is to share magic, the more commonplace it becomes. This is related to how many mages there are and to how easy it is for them to use magic. These things make it easier to find a mage willing to cast a spell for oneself. It can be partly mitigated by the nature of magic: If healing magic only works on the caster, or on other mages, then healing magic will be less commonplace than if it will work on anyone.

Commonplace magic risks becoming boring, but there is also a danger to making magic rare in an attempt to make it wondrous. Magic must be witnessed to seem wondrous; magic so rare as to never be noticed becomes completely mundane.

As an example, consider Merlin’s transport of Stonehenge to England. If the PCs (or protagonists in read-only fiction) personally witness this, it is most wondrous. If they hear about it but don’t witness it personally, the sense of wonder depends on how reliable the reports seem to the characters. The more mythical the event, the less wondrous it seems.

Saturday, February 27, 2016

A Medievalized Metric System

This is a “medievalized” version of the metric system that I first created for my game world of Etan.

Length:

The basic unit of length is the “measure” (abbreviated m). It is colloquially defined as “yay long” (hold hands apart as for “the big one that got away”) or as the stride of a tall man. Officially it is defined by the length of the “Iron Rule” kept in Sal-Hy.

One thousand (1000) measures equals one “king’s measure” (km)

One one-hundredth (1/100) of a measure equals one “child’s measure” (cm)

One one-thousandth (1/1000) of a measure (or one-tenth (1/10) of a child’s measure) equals one “mite’s measure” (mm) - but this unit is rarely used.

Volume:

The basic unit of volume is called the “liquid measure” (l). It is defined as the volume of a copper cup kept in Robono, or as the volume of a cube measuring one-tenth of a measure on each side.

One one-thousandth (1/1000) of a liquid measure equals one “mite’s liquid measure” (ml) or one “child’s cup” (cc)

One thousand (1000) liquid measures equals one “tun” of liquid.


Weight:

The basic unit of weight (mass) is the “king’s gold measure” or “king’s grain measure” (kg)

One thousand king’s gold measures equals one ton (or tonne)

One one-thousandth (1/1000) of a king’s gold measure equals a “goldsmith’s measure” or “gem-measure” (gm or g)

One one-millionth (1/1,000,000) of a king’s gold measure or one one-thousandth (1/1000) of a goldsmith’s measure equals one “mite’s gold measure” or “miser’s gold measure” (mg). This is colloquially defined as the smallest unit of value worth worrying about.

The World of Etan

Etan was my original roleplaying game world. At first, I ran it using first edition AD&D - back in the dark ages, when the PHB first came out, but starting before the publication of the DMG. Then, The Fantasy Trip came out - TFT, the prehistoric ancestor to GURPS. I killed off all the gods, fast-forwarded the world a thousand years, and switched systems.

TFT went out of print, and I had developed a fat wad of house rules. So I created a “TFT Private Edition” - a rewrite that incorporated my various house-rules. And then, I decided to rewrite it a second time as “System Etan,” a TFT based home-brew game customized to fit my world of Etan. For better or worse, it’s turned into a very long-running work-in-progress.

Tuesday, February 23, 2016

The Five Gamers - Real Men, Thespians, Brains, Loonies, & Munchkins



The Five Gamers
Real Men, Thespians, Brains, Loonies, & Munchkins
Written by Bryant Berggren, with Erol K. Bayburt and Bryce Berggren. Adapted from Real Men, Real Roleplayers, Loonies, and Munchkins by Jeff Okamoto, Sandy Petersen, Perry Caro, Chris Guthrie, Rick Heli, Robert Allen, Ken Kaufman, et al.


Our Subjects
The Real Man
The tough macho type who walks up to the attacking dragon and orders it to leave before he gets hurt.
The Thespian
The melodramatic type who writes novel-length character histories and talks to every monster in the dungeon.
The Brain
The mad genius who actually manages to disarm the six skull trap.
The Loony
The wild & crazy guy who will do anything for a cheap laugh, including casting a fireball at ground zero.
The Munchkin
Need we say more?
Relationships
On Real Men ...
  • Real Men think they're brothers in arms.
  • Thespians hide behind them.
  • Brains consider them a valuable resource.
  • Loonies harass them with stupid suggestions.
  • Munchkins say ``I'm a Real Man, too!''
On Thespians ...
  • Real Men wish they would stay out of the way when it's clobberin' time.
  • Thespians sigh with relief to know they're not alone, and then get their characters involved in love affairs and death feuds.
  • Brains mistake them for Real Men, Loonies, or other Brains.
  • Loonies harass them with stupid suggestions.
  • Munchkins say "I'm a Thespian, too!"
On Brains ...
  • Real Men protect them, on the off-chance they may come up with something useful.
  • Thespians do their best to work in some dialogue between their "machine cycles".
  • Brains form a think-tank, to happily argue over every possibilty of action.
  • Loonies harass them with stupid suggestions.
  • Munchkins say, "I'm a Brain, too!" and then get lost when the Brain explains the plan.
On Loonies ...
  • Real Men ignore them.
  • Thespians conscript them as comic relief sidekicks.
  • Brains sometimes annoy them by taking a stupid suggestion and making it work.
  • Loonies declare a pie fight at 20 paces ... and cheat.
  • Munchkins try to imitate the jokes, and fall flat.
On Munchkins ...
  • Real Men attack them on sight.
  • Thespians embarrass them in front of the NPCs.
  • Brains treat them as imitation disposable Real Men.
  • Loonies make reasonable-sounding suggestions that will get the Munchkin killed in an amusing way.
  • Munchkins ask, "What's a Munchkin?"
General Information
Favorite Fantasy RPG
  • Real Men play Warhammer.
  • Thespians play Ars Magica.
  • Brains play Rolemaster.
  • Loonies play Toon.
  • Munchkins play the latest from T$R.
Favorite Science Fiction RPG
  • Real Men play Battlelords of the 25th Century.
  • Thespians play Star Wars.
  • Brains play Traveller.
  • Loonies play a Spawn of Fashan variant.
  • Munchkins would play the latest from T$R, but they don't stay in print long enough to buy.
Favorite Horror/Occult RPG
  • Real Men play Werewolf: The Apocalypse.
  • Thespians play Call of Cthulhu.
  • Brains play Bureau 13.
  • Loonies play a distant Spawn of Fashan variant.
  • Munchkins play Ravenloft.
Favorite Superheroic RPG
  • Real Men play Champions: The New Millenium.
  • Thespians play DC Heroes.
  • Brains play Champions.
  • Loonies play an extremely distant Spawn of Fashan variant.
  • Munchkins play Birthright.
Favorite Post-Holocaust RPG
  • Real Men play Twilight 2000.
  • Thespians play Gamma World.
  • Brains play The Morrow Project.
  • Loonies play an extremely unrecognizable Spawn of Fashan variant.
  • Munchkins play Darksun.
Favorite Cyberpunk RPG
  • Real Men play Cyberpunk 2020
  • Thespians play Shadowrun
  • Brains play GURPS Cyberpunk
  • Loonies play a Spawn of Fashan variant so variant it shouldn't be called "Spawn of Fashan" anymore.
  • Munchkins play Planescape.
Favorite Silly RPG
  • Real Men play Macho Women With Guns.
  • Thespians play Tales of the Floating Vagabond.
  • Brains play Ghostbusters, International.
  • Loonies make every game silly.
  • Munchkins don't like silly RPGs.
Favorite Generic System
  • Real Men use the HERO system.
  • Thespians take a vote, then ignore the mechanics.
  • Brains use the GURPS system.
  • Loonies use the TWERPS system.
  • Munchkins use the AD&D system.
Favorite Metaversal System
  • Real Men play Feng Shui.
  • Thespians play TORG.
  • Brains play Fringeworthy.
  • Loonies play Tales from the Floating Vagabond.
  • Munchkins play Spelljammer.
Favorite Kind of Elves
  • Real Men like J.R.R. Tolkien's Noldor elves.
  • Thespians like Shadowrun elf posers.
  • Brains like half-elves of any kind.
  • Loonies like Santa's elves.
  • Munchkins like storm giants with pointed ears.
Favorite Kind of Dwarves
  • Real Men like Warhammer Fantasy's Trollslayers.
  • Thespians like Dragonlance dwarves.
  • Brains like Castle Falkenstein dwarves.
  • Loonies like the Seven Dwarves
  • Munchkins like earth elementals with beards.
Favorite Kind of Orks
  • Real Men like Warhammer Orks.
  • Thespians like half-orcs of any kind.
  • Brains like Arduin Uruk-Hai
  • Loonies like Cyrano de Bergerorc.
  • Munchkins like Orcus.
Favorite Food when Adventuring
  • Real Men eat steaks, preferably venison and bear they hunted themselves.
  • Thespians eat gourmet meals and get finicky when they can't get them.
  • Brains eat iron rations to supplement the roots and berries they gathered in the wilderness.
  • Loonies eat Froot Loops and Gummi Bears.
  • Munchkins eat burgers, fries, and milkshakes.
Favorite Fantasy Author
  • Real Men read Fritz Lieber & Robert Howard.
  • Thespians read David Eddings & Terry Brooks.
  • Brains read Ursula Leguin & Robert Jordan.
  • Loonies read Piers Anthony & Robert Asprin.
  • Munchkins read E. Gary Gygax.
Favorite Science Fiction Author
  • Real Men read David Drake and Gordon R. Dickson.
  • Thespians read Lois McMaster Bujold & Walter Jon Williams.
  • Brains read Isaac Asimov and Arthur C. Clarke.
  • Loonies read Douglas Adams and Phil Foglio.
  • Munchkins read the Descent documentation after they get stuck.
Favorite Anime Features
  • Real Men watch Demon City Shinjuku and Riding Bean.
  • Thespians watch Iczer-1 and 8-Man After.
  • Brains watch Gundam War and Aura Battler Dunbine.
  • Loonies watch Ranma 1/2, then recommend Legend of the Overfiend to others.
  • Munchkinswatch USA's "Action Extreme Team".
Favorite Gaming Magazine
  • Real Men read Troll.
  • Thespians read SHADIS.
  • Brains read Pyramid.
  • Loonies read Knights of the Dinner Table.
  • Munchkins read anything by TSR.
Favorite (Mundie) Magazine
  • Real Men read Soldier of Fortune and argue about whether the ads are real.
  • Thespians read Newsweek and argue about whether contriversial social issues can be used in gaming.
  • Brains read Scientific American and argue about the real state of social progress.
  • Loonies read National Lampoon and argue about how it's gone downhill.
  • Munchkins read Archie comics and argue about whether Betty's cuter than Veronica.
Favorite Bar to Hang Out In
  • Real Men hang out at the Vulgar Unicorn.
  • Thespians hang out at Aces High.
  • Brains hang out at Renaissance coffeehouses.
  • Loonies hang out at Milliways.
  • Munchkins hang out wherever they don't get carded.
Favorite Superhero
  • Real Men like the Hulk or Spawn.
  • Thespians like Spiderman or the Flash.
  • Brains like Iron Man or Batman.
  • Loonies like the Tick or Ambush Bug.
  • Munchkins like Galactus or the Composite Superman.
Favorite Modern Weapon
  • Real Men use .44 Magnums and CAWS shotguns.
  • Thespians use Walther PPKs in snap holsters.
  • Brains use Glocks (or kit-bash zipguns).
  • Loonies use water pistols.
  • Munchkins use shoulder-mounted Nimitzes.
Favorite Modern Action Hero
  • Real Men like Arnold Schwarzenegger.
  • Thespians like Bruce Willis.
  • Brains like MacGyver.
  • Loonies Loonies like Bugs Bunny.
  • Munchkins like the Predator.
Favorite Heartthrob / Sweetheart
  • Real (Wo)Men like Brad Pitt / Cindy Crawford.
  • Thespians like Brendan Frasier / Gillian Anderson.
  • Brains like Liam Neeson / Jodie Foster.
  • Loonies like Cosmo Kramer / Judy Tenuta.
  • Munchkins don't really know about sex.
Favorite Actor to play James Bond
  • Real Men like Pierce Brosnan.
  • Thespians like Sean Connery.
  • Brains like to read the books.
  • Loonies like David Niven.
  • Munchkins like James Bond, Jr.
Favorite Card Game
  • Real Men play Stud Poker.
  • Thespians play Baccarat.
  • Brains play Bridge.
  • Loonies play Fizzbin.
  • Munchkins play Magic: The Gathering.
Favorite Music
  • Real Men listen to Metallica or Manowar.
  • Thespians listen to anything they can get their hands on.
  • Brains listen to Mozart, Beethoven, and Bach.
  • Loonies listen to Weird Al Yankovic.
  • Munchkins watch MTV
Favorite Convention Activity
  • Real Men ogle miniatures in the dealer's room.
  • Thespians go to seminars, and hold pickup games in their hotel rooms.
  • Brains win the convention tournaments, then go argue with game designers in the dealer's room.
  • Loonies play video games and do hoax zines.
  • Munchkins run around shouting, cut in lines, and hit on the female gamers.
Favorite Type of Dice
  • Real Men roll d20s.
  • Thespians roll 3d6.
  • Brains roll d%.
  • Loonies roll d30s, for everything.
  • Munchkins roll them all, as much as possible.
Nobody likes d4s. Not even Loonies.
Favorite Attack Style
  • Real Men shout a warcry, and wade into battle.
  • Thespians parry and riposte while protecting their comrade's backs.
  • Brains fall back and regroup to plan a counterstrike.
  • Loonies throw sword at opponent, then attack with scabbard and lunchbox.
  • Munchkins leap in with secret 'twisted lotus' ninja decapitation strike.
Favorite Way to Die
  • Real Men: In battle, with boots on, going down swinging.
  • Thespians: Heroically going to executioner's block, after lengthy dramatic farewell speech.
  • Brains: Mysteriously, with no body found, so as to leave an intriguing possibility of return.
  • Loonies: Chased off a cliff by naked women in football helmets.
  • Munchkins: Die? You're kidding, right?
Favorite Castle
  • Real Men: Castle Camelot
  • Thespians: Castle Perilous
  • Brains: Castle Orthanc
  • Loonies: White Castle
  • Munchkins: Valhalla (after kicking out previous occupants)
Favorite TOON Character
  • Real Men play Carnivores.
  • Thespians play Herbivores.
  • Brains play Humanoids.
  • Loonies play Richard Nixon.
  • Munchkins attempt to take advantage of loop-holes to build a powerful character.
Dungeons & Dragons
Capsule Opinion
  • Real Men play it for the hit-point heavy characters.
  • Thespians play it for the sense of nostalgia.
  • Brains play it for those intricately devised trick dungeon modules.
  • Loonies play it because they know they can get everyone else to.
  • Munchkins play it because they don't know any other games.
Favorite Published Setting
  • Real Men adventure in Dark Sun.
  • Thespians adventure in Talislanta.
  • Brains adventure in The Forgotten Realms.
  • Loonies adventure in the world of Snarfquest
  • Munchkins adventure wherever has the most treasure.
Favorite Dungeon Activity
  • Real Men fight red dragons.
  • Thespians befriend the goblins' slaves.
  • Brains swap riddles with sphinxes.
  • Loonies tell dirty jokes to green slime.
  • Munchkins do whatever gives them the most experience points.
Favorite Melee Weapon
  • Real Men wield bastard swords and battleaxes.
  • Thespians wield rapiers and main-gauches.
  • Brains wield staves, clubs, and polearms.
  • Loonies wield stage knives.
  • Munchkins wield whatever gives the most plusses.
Favorite Thrown Weapon
  • Real Men throw spears.
  • Thespians throw bolas.
  • Brains throw knives.
  • Loonies throw their friends' magic items.
  • Munchkins throw whatever gives the most plusses.
Favorite Missile Weapon
  • Real Men shoot longbows.
  • Thespians carry arquebuses, so as to spend more time fooling with them than shooting.
  • Brains shoot crossbows.
  • Loonies shoot catapults loaded with offal.
  • Munchkins shoot whatever gives the most plusses.
Favorite Barroom Weapon
  • Real Men use their bare hands and whole tables.
  • Thespians use the other characters for cover.
  • Brains use table legs and chairs.
  • Loonies use plastic pepsi bottles or toothpaste.
  • Munchkins use whatever gives the most plusses.
Favorite Improvised Thrown Weapons
  • Real Men throw Munchkins (can you blame them?)
  • Thespians throw beer mugs (when they can't take cover).
  • Brains throw the beer (to blind).
  • Loonies throw Nerf frisbees.
  • Munchkins are too busy running from the Real Men.
Favorite Armor
  • Real Men wear plate mail (if they can't afford field plate).
  • Thespians wear studded leather (if they can't afford to go without).
  • Brains wear leather (if they can't afford elven chainmail).
  • Loonies wear horse barding (if they can't afford a horse).
  • Munchkins wear Starship Trooper powered armor (if they can't afford the invulnerable coat of Arnd).
Favorite Shield
  • Real Men don't use shields (can't wield a two-handed weapon)
  • Thespians use bucklers.
  • Brains use kite or heater shields.
  • Loonies use a panty shield.
  • Munchkins don't get the previous joke.
Favorite Mundane Mount
  • Real Men ride heavy war horses.
  • Thespians ride palfreys (with horse traits).
  • Brains ride superbly trained Lippenhanzers.
  • Loonies ride sheep.
  • Munchkins ride heavy war tyrannosauri.
Favorite Special Mount
  • Real Men ride griffons.
  • Thespians ride unicorns.
  • Brains ride pegasi.
  • Loonies ride special sheep.
  • Munchkins ride Sleipnir.
Favorite Familiar
  • Real Men have dogs. Big dogs.
  • Thespians have ravens or black cats.
  • Brains have owls and ferrets.
  • Loonies have slugs and gully dwarves
  • Munchkins have whatever gives the most plusses.
Favorite Specialist Mages
  • Real Men play evokers or transmuters (if they have to play a wizard).
  • Thespians play diviners, abjurers, and necromancers (because no one else will).
  • Brains play conjurers and illusionists.
  • Loonies play wild mages. Duh.
  • Munchkins a multi-classed abjurer / conjurer / diviner / enchanter / illusionist / invoker / necromancer / transmuter.
Favorite Wizard Spell
  • Real Men cast fireball and lightning bolt.
  • Thespians cast cantrip to impress primitives.
  • Brains cast any detect spell to stay forewarned.
  • Loonies cast Otto's irresistible nosepicking.
  • Munchkins cast smite ruler and transfer populace loyalties.
Favorite Priest Spell
  • Real Men cast call lightning.
  • Thespians cast commune.
  • Brains cast heal.
  • Loonies cast excommunication on the other party members.
  • Munchkins cast summon deity.
Favorite Psionic Discipline
  • Real Men use body weaponry
  • Thespians use probability travel.
  • Brains use probe.
  • Loonies use telephone fraud.
  • Munchkins use Scanners style cranial detonation.
Favorite Alignment
  • Real Men are Lawful Good.
  • Thespians don't use alignment.
  • Brains are Neutral with Good tendencies.
  • Loonies are Amoral Silly (oh, you meant the character ...).
  • Munchkins are whatever gives the most plusses.
Favorite Religious-type Character
  • Real Men play Paladins
  • Thespians play Priests of Specific Mythoi
  • Brains multiclassed Clerics
  • Loonies play Televangelists
  • Munchkins play Demigods
Favorite Non-Human PC
  • Real Men play dwarves.
  • Thespians play custom races (like lizardmen or centaurs).
  • Brains play elves.
  • Loonies play a dwarf-elf halfbreed.
  • Munchkins play deities.
Favorite Way of Extracting Information from the Goblins
  • Real Men beat it out of them.
  • Thespians pretend to be evil too, so they can pump them in conversation.
  • Brains threaten to cast speak with dead (think about it).
  • Loonies tell bad puns to them until they crack.
  • Munchkins peek behind the GM's shield.
Favorite Demon/Devil
  • Real Men like balrogs.
  • Thespians like Alu-Demons.
  • Brains like Imps and Quasits.
  • Loonies like Spiro Agnew
  • Munchkins like whatever gives the most XP.
Favorite Mythology
  • Real Men like Norse myths.
  • Thespians like Celtic myths (because of its connections to Arthurian legend)
  • Brains like Greek myths.
  • Loonies like Scientology.
  • Munchkins like their past adventures.
Favorite Norse Deity
  • Real Men worship Thor
  • Thespians worship Frey
  • Brains worship Odin
  • Loonies worship Olaf & Lena
  • Munchkins worship whoever gives the most plusses.
Favorite Greek/Roman Deity
  • Real Men worship Mars or Hercules
  • Thespians worship Apollo or Aphrodite
  • Brains worship Athena or Hermes
  • Loonies worship George Hamilton
  • Munchkins worship whoever gives the most plusses
Favorite Forgotten Realms Deity
  • Real Men worship Tyr and Torm.
  • Thespians worship Ilmatar or Shar.
  • Brains worship Ogmha or Gond.
  • Loonies worship Elminster -- personally.
  • Munchkins worship whoever gives the most plusses.
Favorite Greyhawk Deity
  • Real Men worship Heironeous or Hextor.
  • Thespians worship Olidammara or Trithereon.
  • Brains worship St. Cuthbert or Boccob.
  • Loonies worship Zagyg.
  • Munchkins worship Gary Gygax.
Favorite Miscellaneous Magic Item
  • Real Men love Girdles of Giant Strength.
  • Thespians love the Bag of Tricks.
  • Brains love Heward's Handy Haversack.
  • Loonies love Pinochle Decks of Many Things.
  • Munchkins love the Hand of Vecna or Iron Flasks with gods in them.
Favorite Potion
  • Real Men quaff potions of giant strength or superheroism.
  • Thespians quaff potions of animal control or plant control.
  • Brains quaff potions of healing and longevity.
  • Loonies quaff potions of JELL-O.
  • Munchkins quaff potions of deity control.
Favorite Ring
  • Real Men wear rings of elemental control
  • Thespians wear rings of spell turning or free action.
  • Brains wear rings of regeneration or invisibility.
  • Loonies wear rings of smurf control.
  • Munchkins wear the One Ring.
Favorite Stick (Rod/Staff/Wand)
  • Real Men use rods of lordly might.
  • Thespians use serpent staves.
  • Brains use staves of the magi.
  • Loonies use wands of wonder, for everything.
  • Munchkins use rods of Orcus.
When they encounter a sleeping dragon ...
  • Real Men wake it up and then attack it.
  • Thespians sneak away quietly.
  • Brains stage a brilliant ambush, and plan several escape routes.
  • Loonies tie its shoelaces together.
  • Munchkins have their 34th-level thief backstab it with their +12 hackmaster, and then put all its treasure in one backpack and walk away.
Favorite Town Activity
  • Real Men drink ale in the tavern and start bar fights.
  • Thespians drink wine in the tavern and fish for the latest gossip.
  • Brains drink small beer in the tavern, then inspect the rooms for security.
  • Loonies order watermelon daquiris and start food fights.
  • Munchkins ask "What's a town?".
Science Fiction
Favorite Science Fiction Weapon
  • Real Men use blasters and light sabers
  • Thespians use archaic weapons to be stylish.
  • Brains use stun guns and tangler grenades.
  • Loonies use the wiggly-rays and light grenades from Mom and Dad Save The Earth.
  • Munchkins use whatever gives the most plusses.
Favorite Method of Handling Aliens
  • Real Men drive off the Bug-Eyed Monsters invading the Earth
  • Thespians negotiate with the refugees from the evil Empire
  • Brains discover the enigmatic enemies' biological Achilles heel.
  • Loonies hitch a ride with Vogons.
  • Munchkins invade the BEMs' home planet and enslave them all.
Favorite Science Fiction Movie
  • Real Men watch Independence Day.
  • Thespians watch Planet of the Apes.
  • Brains watch 2001: A Space Odyssey.
  • Loonies watch Mystery Science Theatre 3000.
  • Munchkins watch Sci-Fi Channel Originals.
Everyone watches Star Wars.
Reason To Watch Star Wars
  • Real Men watch it for the light-saber duels and dogfights.
  • Thespians watch it for the Jedi philosophy.
  • Brains watch it to nitpick the science flaws like sound in space.
  • Loonies watch it for the Canteena aliens.
  • Munchkins watch it to learn the Darth Vader Neck Pinch (aka Force choke).
Favorite Method of Space Travel
  • Real Men use Bussard Ramjets
  • Thespians use hyperspace drives.
  • Brains use cryogenic sublight ships.
  • Loonies use the Infinite Improbability Drive
  • Munchkins push the button and it goes.
Favorite Monster
  • Real Men like the Predator.
  • Thespians like the Thing from Another Planet.
  • Brains like the Moties.
  • Loonies like the beach ball from Dark Star.
  • Munchkins like E.T.
Favorite Variant Human
  • Real Men play Heavy Worlders
  • Thespians play Belters.
  • Brains play Gengineered Humans.
  • Loonies play Pleasure Drones.
  • Munchkins play rogue Paq Protectors.
Call of Cthulhu
Capsule Opinion
  • Real Men love the challenge of fighting the creatures.
  • Thespians love the challenge of reacting to the creatures.
  • Brains love the challenge of avoiding the creatures.
  • Loonies love the challenge of going insane as soon as possible.
  • Munchkins think you should be able to play Great Old Ones.
Favorite Skill
  • Real Men like Shotgun.
  • Thespians like Mythos Knowledge -- but just a touch.
  • Brains like Library Use.
  • Loonies like Head Butt.
  • Munchkins like Credit Rating.
Favorite Spell
  • Real Men don't believe in magic
  • Thespians believe in magic, and know enough not to use it.
  • Brains cast Elder Sign
  • Loonies cast Summon Smurf
  • Munchkins cast Control Cthulhu
Favorite Monster
  • Real Men like Deep Ones.
  • Thespians don't like any of them.
  • Brains like Nightgaunts (they don't kill you).
  • Loonies like Masters of the Universe Slime.
  • Munchkins like Cthulhu, for a pet.
Favorite Type of Character to Play
  • Real Men play Private Investigators.
  • Thespians play Dilettantes.
  • Brains play Professors of Archaeology.
  • Loonies play Red Indian Sex Maniacs.
  • Munchkins play Magic-Users.
Paranoia
Capsule Opinion
  • Real Men think the weapons are OK, but hate the background.
  • Thespians think the campaigns are too short.
  • Brains think the game is pointlessly deadly.
  • Loonies think the game isn't funny enough.
  • Munchkins don't think the game is supposed to be funny.
Favorite Service Group
  • Real Men like Armed Forces.
  • Thespians like CPU.
  • Brains like Tech Services.
  • Loonies like R&D.
  • Munchkins like IntSec.
Favorite Secret Society
  • Real Men like PURGE.
  • Thespians like Free Enterprise and Sierra Club.
  • Brains like Anti-Mutant and Frankenstein Destroyers.
  • Loonies like Corpore Metal and Mystics.
  • Munchkins like Psion.
Favorite Mutant Power
  • Real Men like Adrenalin Control.
  • Thespians like Hypersenses.
  • Brains like Machine Intuition.
  • Loonies like Project Total Chaos.
  • Munchkins like characters with the works.
Favorite Weapon
  • Real Men like cone rifles.
  • Thespians like laser pistols.
  • Brains like gear gleaned from Outdoors.
  • Loonies like chainsaws.
  • Munchkins like Plasma Generators.
Favorite Target
  • Real Men shoot Commie Mutant Traitors.
  • Thespians shoot the Loyalty Officer to increase their survival chances.
  • Brains shoot the Munchkins' characters.
  • Loonies shoot anything fragile-looking.
  • Munchkins shoot anything in sight, starting with the other PCs.
Favorite Mission
  • Real Men like to hunt down Commie Mutant Traitors.
  • Thespians like to try to survive the briefing.
  • Brains like to explore Outdoors.
  • Loonies like to place themselves under surveillance and report hourly.
  • Munchkins like to attack a rival Alpha Complex.
Champions
Capsule Opinion
  • Real Men think this is how the world should be.
  • Thespians think there's too much combat.
  • Brains think there's too many bases to cover in character creation.
  • Loonies think it's a great system for simulating reality.
  • Munchkins think starting characters don't have enough points.
Favorite Character Type
  • Real Men like Bricks.
  • Thespians like Brooding Vigilantes.
  • Brains like Gadgeteers.
  • Loonies like Cream-Puff Projectors.
  • Munchkins like the character suggestions in the "Powergamer" section.
Favorite Power
  • Real Men like Armor
  • Thespians like Telepathy.
  • Brains like Telekinesis.
  • Loonies like Instant Change, Usable Against Others.
  • Munchkins like all of them at the campaign maximum.
Favorite Attribute
  • Real Men like STR 20+
  • Thespians like PRE 20+
  • Brains like DEX 20+
  • Loonies like COM 20+
  • Munchkins like SPD 20+
Favorite Skill
  • Real Men like Combat Skill Levels, Martial Arts, and Weapon Familiarities.
  • Thespians like Background Skills of all kinds.
  • Brains like Inventor, Paramedic, and Breakfall.
  • Loonies like Ventriloquism and Sleight of Hand.
  • Munchkins like Overall Skill Levels, bought through a Focus.
Favorite Talent
  • Real Men like Combat Sense and Defense Maneuver.
  • Thespians like Absolute Time, Bump of Direction, and Perfect Pitch
  • Brains like Lightning Calculator and Universal Translator
  • Loonies like Immunity to Alchohol.
  • Munchkins like Find Weakness, bought through Focus.
Favorite Perk
  • Real Men like Vehicles.
  • Thespians like Contacts -- lots of Contacts.
  • Brains like Wealth and Fringe Benefits.
  • Loonies like Base, concealed in George Washington's nostril at Mt. Rushmore.
  • Munchkins like 4.5 billion Followers, bought through a Focus.
Favorite Disadvantage
  • Real Men like Enraged.
  • Thespians like Psychological Limitations.
  • Brains like Hunteds.
  • Loonies like Dependency on Spinach Egg Noodles.
  • Munchkins like Reputation: Bad-Ass 14- extreme
Favorite Power Limitation
  • Real Men like Increased END.
  • Thespians like Incantations and Gestures.
  • Brains like Focus and Requires Skill Roll.
  • Loonies like No Conscious Control.
  • Munchkins like IIF, Independent.
Favorite Villain to Face
  • Real Men want to defeat Dr. Destroyer.
  • Thespians want to defeat Black Paladin.
  • Brains want to defeat Utility.
  • Loonies want to defeat Foxbat, at Aspen.
  • Munchkins want to defeat Tyrannon (all at once).
Favorite Villain Team to Face
  • Real Men want to defeat Eurostar.
  • Thespians want to defeat the mind-controlled Protectors.
  • Brains want to defeat PSI.
  • Loonies want to defeat the Gweenies.
  • Munchkins want to defeat the other PCs.
Tactics in Hostage Situations
  • Real Men demonstrate what'll happen to villians who injure hostages.
  • Thespians engage in tense negotiations to stall for time.
  • Brains stage an illusion of the hostages getting away.
  • Loonies taunt the villians.
  • Munchkins waste the villians with their 10d6 Autofire Armor-Piercing Ranged Killing Attack, and use Regeneration Usable by Others to heal the injured bystanders.
GURPS
Capsule Opinion
  • Real Men think there aren't enough combats.
  • Thespians think there aren't enough supplements.
  • Brains think there aren't enough sidebars.
  • Loonies think there aren't enough disadvantages.
  • Munchkins think there aren't enough hit points.
Favorite Advantages
  • Real Men like Combat Reflexes, High Pain Threshold and Toughness.
  • Thespians like Charisma, Empathy, and Voice.
  • Brains like Lightning Calculator, Unfazeable, and Common Sense (not that they need it).
  • Loonies like Luck, Absolute Timing and Unusual Background.
  • Munchkins like Magery 3, Patron (Superman), and PK (80).
Favorite Disadvantages
  • Real Men like Gigantism and Berserk
  • Thespians like Quirks.
  • Brains like Age and Pacifism
  • Loonies like Odious Personal Habits and Jinxed.
  • Munchkins like Enemies and Dependents (for the points).
Favorite Skills
  • Real Men like Brawling, Two-Handed Sword, Broadsword and Shield.
  • Thespians like Acting, Bard, Diplomacy, Fast-Talk, Merchant, Savoir-Faire and Streetwise.
  • Brains like as many as possible at 1/2 point apiece.
  • Loonies like to use all skills at a default level of 5.
  • Munchkins like Fast-Talk GM and Whine.
Favorite Spell
  • Real Men don't use magic, but will let a mage cast Hawk Flight on them so they can pursue the foe.
  • Thespians cast Lend Language on the strangers they meet.
  • Brains use the Improvised Magic rules.
  • Loonies cast Mystic Mist in the town square.
  • Munchkins cast Enslave on the city guard.
Favorite Supplement
  • Real Men like Horseclans, Wild West, and Special Ops.
  • Thespians like Mecha, Horror, and Illuminati.
  • Brains like Space, Ultra-Tech, and Time Travel.
  • Loonies like IOU and Goblins.
  • Munchkins like Fantasy, Supers, and Autoduel -- in the same game.
Rewrite Most Wanted
  • Real Men want an update for GURPS High Tech.
  • Thespians want a real GURPS Supers.
  • Brains want a broader GURPS Fantasy.
  • Loonies want GURPS Toon.
  • Munchkins want GURPS War of the Cthorr to include rules for Cthorr PCs.
Villains & Vigilantes
Capsule Opinion
  • Real Men dislike the Superhero Code enforced by the government.
  • Thespians get bored playing themselves all the time.
  • Brains enjoy the implicit invitation to rewrite the rules.
  • Loonies try to represent themselves at their trials.
  • Munchkins are above the Superhero Code (aren't they?)
Favorite Character Type
  • Real Men play 600 pound Bricks.
  • Thespians play telepaths.
  • Brains play gadgeteers
  • Loonies play insane androids.
  • Munchkins play alien sorcerers.
Favorite Power
  • Real Men like Invulnerability and Armor A.
  • Thespians like Psionics.
  • Brains like Armor B and Animal Powers.
  • Loonies like Mutant Power.
  • Munchkins like Power Absorption.
Favorite Ability Score
  • Real Men like Endurance.
  • Thespians like Intelligence
  • Brains like Inventor points.
  • Loonies like Charisma.
  • Munchkins like Agility.
Favorite Weakness
  • Real Men like Mute.
  • Thespians like Physical Handicap.
  • Brains like Reduced Charisma
  • Loonies like Psychosis.
  • Munchkins What weaknesses?
Favorite Battle Tactics
  • Real Men pound villains into the ground or throw buses.
  • Thespians wear their opponents down before finishing them off.
  • Brains prey on their opponents' mandatory weakness.
  • Loonies dump a bucket of Cool Whip on a villain's head and talk about Planet of the Apes.
  • Munchkins negate their friend's attacks so they get all the experience themselves.
Favorite Combat Maneuver
  • Real Men like the Fastball Special.
  • Thespians like to trick villains into attacking each other instead of the heroes.
  • Brains like to sneak around and attack from surprise.
  • Loonies like multiple Back Attacks.
  • Munchkins like multiple Weakness Detection.
Favorite Member of the Crushers
  • Real Men like Mace.
  • Thespians like Shocker.
  • Brains like Marionette.
  • Loonies like Mocker.
  • Munchkins like Temper.
Favorite Member of the Crusaders
  • Real Men like Enforcer.
  • Thespians like Dreamweaver.
  • Brains like Manta Man
  • Loonies like Blizzard.
  • Munchkins think the Crusaders are wimps.
DC Heroes
Capsule Opinion
  • Real Men can't believe how underpowered all the weapons are.
  • Thespians like the explicit rules on and bonuses for running Subplots.
  • Brains dislike the abstracted mathematics.
  • Loonies like the stats for the Zoo Crew they downloaded from the 'Net.
  • Munchkins can't believe what a wimp Doomsday is.
Favorite Attribute
  • Real Men like STR.
  • Thespians like INFL.
  • Brains like INT.
  • Loonies like SPIRIT.
  • Munchkins like all of them at 40 APs
Favorite Power
  • Real Men like Invulnerability.
  • Thespians like Awareness.
  • Brains like Danger Sense.
  • Loonies like Dumb Luck.
  • Munchkins like all of them at 40 APs.
Favorite Multi-Purpose Power
  • Real Men like Force Manipulation.
  • Thespians like Sorcery.
  • Brains like Omni-Gadgets.
  • Loonies like Omni-Arm and Self-Linked Mutation.
  • Munchkins already have all the Powers at 40 APs.
Favorite Skill
  • Real Men like Martial Arts and Weaponry(Exotic).
  • Thespians like Charisma and Occultism.
  • Brains like Scientist, Detective, and Gadgetry.
  • Loonies like Artist(Dancer) and Thief(Forgery).
  • Munchkins don't know why you'd want Skills when you can have Powers.
Favorite Advantage
  • Real Men like Lightning Reflexes.
  • Thespians like Omni-Connection.
  • Brains like Scholar.
  • Loonies like the other PCs as Pets.
  • Munchkins like Buddy: Yuga Khan.
Favorite Drawback
  • Real Men like Mistrust and Rage.
  • Thespians like Irrational Attractions and Traumatic Flashbacks.
  • Brains like Vulnerabilities and Secret ID.
  • Loonies like Strange Appearance and Psychological Instability.
  • Munchkins never take Drawbacks.
Favorite Motivation
  • Real Men like Seeking Justice.
  • Thespians like Unwanted Power.
  • Brains like Upholding the Good.
  • Loonies like Thrill of Adventure.
  • Munchkins don't take a Motivation since there's no game effect.
Favorite Subplot Type
  • Real Men like Enemies Subplots.
  • Thespians like Romantic Subplots.
  • Brains like Power Complication Subplots.
  • Loonies like meddling with other PCs' Subplots.
  • Munchkins like Apotheosis Subplots.
Shadowrun
Capsule Opinion
  • Real Men like the fact that you can play a Troll with an ammo dump on its back.
  • Thespians like the way fantasy influences tinge the oppressive angst with optimism.
  • Brains like the various multiple levels of strategic challenges (combat, magic, decking).
  • Loonies like the fashion sense.
  • Munchkins like the small, easy-to-count numbers.
Favorite Archtype
  • Real Men like Street Samurai and Mercenaries.
  • Thespians like Shamans and Detectives.
  • Brains like Deckers and Combat Mages.
  • Loonies like Rockers and Street Kids.
  • Munchkins like Insect Shamans.
Favorite Race
  • Real Men like Trolls.
  • Thespians like Orcs.
  • Brains like Elves.
  • Loonies like Sasquatch.
  • Munchkins like Free Spirits.
Favorite Gun
  • Real Men like the Ares Predator II with explosive ammunition.
  • Thespians like the Ares Viper with flechette ammunition.
  • Brains like the Steyr "kit gun" with standard ammunition.
  • Loonies like the Soakmaster 3000 with scented ammunition.
  • Munchkins like the Panther Assault Cannon with a 1000 round belt of APDS ammunition.
Favorite Melee Weapon
  • Real Men like Combat Axes.
  • Thespians like Katanas
  • Brains like Shock Clubs.
  • Loonies like Monofilament shoelaces
  • Munchkins like a Monofilament whip in each finger.
Favorite Cyberwear
  • Real Men install Cyberspurs and Dermal Armor.
  • Thespians install as little cyberwear as possible.
  • Brains install Datajacks, Encephalons, and Skillchips.
  • Loonies install voice amplifiers and video editors.
  • Munchkins install everything as Betaware.
Favorite Bioware
  • Real Men implant Adrenal Pumps and Muscle Augmentation.
  • Thespians implant Tailored Pheremones.
  • Brains Superthyroid Glands and Cerebral Boosters.
  • Loonies implant Toxin Exhalers with garlic extract.
  • Munchkins implant everything as Betaware.
Favorite Spell
  • Real Men like Increased Strength +4
  • Thespians like Analyze Item
  • Brains like Personal Combat Sense
  • Loonies like Domestic Renewal
  • Munchkins like Control Seattle.
Favorite Lifestyle
  • Real Men live Street.
  • Thespians live Luxury (if they can afford it).
  • Brains live Medium.
  • Loonies live Squatter.
  • Munchkins don't have a life outside the Run.
Favorite Spirit
  • Real Men like Earth Elementals.
  • Thespians like Watchers.
  • Brains like Ally spirits.
  • Loonies like the Trolley-Car City Spirit.
  • Munchkins like Insect Spirits.
Favorite Critter
  • Real Men like Griffons
  • Thespians like Dragons
  • Brains like Vampires
  • Loonies like Smurfs
  • Munchkins like Greater Dragons under Cybernetic Control Collars
Favorite Activity
  • Real Men fight their way past the corporate stooges of Aztechnology.
  • Thespians negotiate fragile arrangements with local organized crime.
  • Brains create intricate strategies for cracking the ice on the Fuchi Star.
  • Loonies make deals with dragons.
  • Munchkins kill all the Big 10 CEOs and confiscate their stock.
Rifts
Capsule Opinion
  • Real Men love the multitude of hardcore OCCs.
  • Thespians like the game setting and wish it was written deeper, not broader.
  • Brains hate having to keep up with all the supplementary material and bad editing.
  • Loonies were responsible for the bad editing.
  • Munchkins love the fact that they can play Vampires and Dragons.
Favorite (Human) O.C.C.
  • Real Men play Full Conversion Borgs, Headhunters, or Glitterboys.
  • Thespians play Cyber-Knights, Coalition Officers, or Rogue Scholars
  • Brains play Line-Walkers, Techno-Mages, or Wilderness Scouts
  • Loonies play Juicers and Crazies (duh!)
  • Munchkins play Vampire Juicers (in Glitterboy Armor)
Favorite R.C.C.
  • Real Men play Bursters
  • Thespians play Dog-Boys
  • Brains play Mind Melters
  • Loonies play Teenage Mutant Ninja Turtles
  • Munchkins play Servants of Splugorth (in Glitterboy Armor)
Favorite Personal Weapon
  • Real Men like NG Ion Blasters and Pump Rifles.
  • Thespians like Pre-Rifts archaic weapons (because they're stylish).
  • Brains like variable-frequency lasers.
  • Loonies like the Wilks Laser Torch.
  • Munchkins like Glitterboy Boomguns.
Favorite Heavy Weapon
  • Real Men like Railguns (especially Boomguns).
  • Thespians like plasma cannons.
  • Brains like missiles.
  • Loonies like the Wilks Laser Torch.
  • Munchkins like shoulder-mounted adult dragons.
Favorite Transportation
  • Real Men use Robot Armors.
  • Thespians ride animals.
  • Brains use four-wheel drive vehicles.
  • Loonies ride piggyback.
  • Munchkins use Coalition Death's Head Carriers.
Why they fight the Coalition
  • Real Men do it to prove their manhood
  • Thespians do it to make a difference
  • Brains do it because "They said it can't be done".
  • Loonies do it to wedgie the Deadboys.
  • Munchkins do it so they can replace the Proseks.
Favorite Geographic Zone
  • Real Men live in Germany/Northern Gun.
  • Thespians live in Chi-Town.
  • Brains live in Atlantis or the Vampire Kingdoms.
  • Loonies live in Waikiki Beach.
  • Munchkins live in Prosek's palace.
Star Trek: The Roleplaying Game
Capsule Opinion
  • Real Men like away team action.
  • Thespians like meeting strange new life and new civilizations.
  • Brains like coming up with rubber science solutions.
  • Loonies like conspiring to get their shirts torn off in every adventure.
  • Munchkins like all the advantages being on a starship gives you over primitive planets.
Favorite Branch
  • Real Men enter Security.
  • Thespians enter Command.
  • Brains enter Science.
  • Loonies enter Cooking.
  • Munchkins just give themselves all the skills.
Favorite Skill
  • Real Men like Personal Combat, Unarmed.
  • Thespians like Negotiation.
  • Brains like Sciences, and as many as possible.
  • Loonies like Carousing.
  • Munchkins just give themselves all the skills.
Favorite Race
  • Real Men like Klingons.
  • Thespians like Tellarites.
  • Brains like Vulcans.
  • Loonies like Horta.
  • Munchkins like Romulans.
Favorite Original Series Character
  • Real Men like James T. Kirk.
  • Thespians like Dr. McCoy.
  • Brains like Mr. Spock.
  • Loonies like the Tribbles.
  • Munchkins like Trelane.
Favorite Next Generation Character
  • Real Men like Worf.
  • Thespians like Picard.
  • Brains like Data.
  • Loonies like Wesley (no, really!).
  • Munchkins like Q.
Favorite Cliche
  • Real Men: "To boldly go where no man has gone before!"
  • Thespians: "Infinite Diversity in Infinite Combinations."
  • Brains: "It's life, but not as we know it."
  • Loonies: "You there, have you ever even kissed a girl?"
  • Munchkins: We come in peace, shoot to kill.
Favorite Gear
  • Real Men like Phasers.
  • Thespians like Communicators (and habitually mime the flip/tap).
  • Brains like Tricorders.
  • Loonies like Tribbles.
  • Munchkins like Redshirts.
TORG
Capsule Opinion
  • Real Men are ready for any war, even one as wierd as this.
  • Thespians are too busy reading the campaign material to learn the rules.
  • Brains love the planning possibilities (no pun intended) of interacting card play.
  • Loonies are waiting for the cartoon reality cosm to land.
  • Munchkins wonder where the rules on becoming High Lord are.
Favorite Cosms
  • Real Men like Tharkold and the Land Below.
  • Thespians like Nippon Tech and the Nile Empire.
  • Brains like the Cyberpapacy and Aysle.
  • Loonies like Core Earth, preferably their own home town.
  • Munchkins like the Space Gods realm, since it's the only place their shapeshifting Tharkoldu ninja/mage/priest with psionic powers doesn't cause a contradiction.
Usual Time to Spend a Possibility
  • Real Men spend them to reduce damage.
  • Thespians spend them to spark tales of Glory.
  • Brains spend them to buy new skills.
  • Loonies spend them to avoid contradiction with the Humor axiom.
  • Munchkins want to spend them on every action, and think the GM is holding back when they run out.
Favorite Cards
  • Real Men like Adrenaline, Hero, and Action.
  • Thespians like Presence, Connection, and Drama.
  • Brains like Willpower, Supporter, and Awareness.
  • Loonies like the blank cards. You don't want to know what they put on them.
  • Munchkins like Glory cards, since they get to use so many more of them.
Favorite Template (Core Earth)
  • Real Men play Soldiers of Fortune and National Heroes.
  • Thespians play Doubting Clerics and Tribal Shamans
  • Brains play Covert Operatives and Adventurous Scholars.
  • Loonies play Inquisitive Stalengers and Dilettantes.
  • Munchkins play Delphi Councilors.
Favorite Template (Orrorsh)
  • Real Men play Shapeshifters and Regimental Soldiers.
  • Thespians play Sacellum Priests and Gaean Gypsies.
  • Brains play Vampyre Hunters and Gaean Swamis.
  • Loonies play Victorian Lunatics.
  • Munchkins can't play in Orrorsh -- they keep losing all their characters to the Power of Corruption.
Favorite Template (Aysle)
  • Real Men play Barbarian Warriors and Vikings.
  • Thespians play Knights and Elf Monks.
  • Brains play Curious Mages and Dwarven Engineers.
  • Loonies play Street Thieves and Giant Bruisers.
  • Munchkins play Dragons.
Favorite Template (Nile Empire)
  • Real Men play Amazons and Tough Heroes.
  • Thespians play Mystery Men and Private Detectives.
  • Brains play Gadget Heroes and Mathematicians.
  • Loonies play Annoying Sidekicks.
  • Munchkins play Egyptian Gods.
Favorite Template (Living Land)
  • Real Men play Renegade Eidenos.
  • Thespians play Stalenger Optants.
  • Brains play Core Earth characters.
  • Loonies play Benthe if they can get away with it.
  • Munchkins play sentient dinosaurs.
Favorite Template (Nippon Tech)
  • Real Men play Rijato Armored Warriors.
  • Thespians play Priests of Palan.
  • Brains play Disgruntled Corporates.
  • Loonies play Timmy from the Gamera movies.
  • Munchkins play Rijato Armored Ninja CEOs.
Favorite Template (Space Gods)
  • Real Men play Lorbaat Warriors.
  • Thespians play Coar Council Members.
  • Brains play Akite Bioengineers.
  • Loonies play Akite Bioengineering.
  • Munchkins play the Comaghaz Virus.
Favorite Template (Tharkold)
  • Real Men play Race Soldiers.
  • Thespians play Demon Scholars.
  • Brains play Student Hackers.
  • Loonies play Renegade Infilitrators (with really atrocious Austrian accents).
  • Munchkins play Tharkoldu Princes.
Favorite Subplot Cards
  • Real Men like Nemesis.
  • Thespians like Romance (of course).
  • Brains like Martyr, because there's a point.
  • Loonies like the Campaign card, preferably tossed on another character.
  • Munchkins don't understand the concept of Subplot cards, but wasn't it neat when Joe played the Martyr card so he's not a rival anymore?
And finally, the best characterization of the four types of gamers ...
How to Deal with a Dragon
  • Real Men slay it. Preferably alone and with bare hands.(is this a trick question or what?)
  • Thespians talk to it. Preferably at length, on any number of topics. (This has got to be a trick question, right?)
  • Brains trick it out of its treasure, leaving the dragon (and the GM) thinking it got the better deal.
  • Loonies try to charm it by scratching it behind the ears.
  • Munchkins kill it, make armor out of the hide, and then resurrect it as a familiar.


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