Category: Uncategorized

  • Slavery in Swords & Sorcery

    Slavery in Swords & Sorcery

    Veiling our crimes behind a smiling historical mask

    I’m designing an Underdark adventure. It’s deep below the surface of the world, closer to the wicked empires of Dark Elves, Grey Dwarves, Mind Flayers and Kuo-Toa. In the setting for this adventure, there is a settlement. A small semi-permanent collection of structures and tents that’s grown up at a crossroads next to an underground lake.

    And it has a slave market.

    The institution in the Underdark

    Within the adventure location there are bands of escaped slaves and posses of slave hunters playing cat-and-mouse in the lightless tunnels. There’s a party of death-worshiping drow more than willing to sacrifice anyone they capture to the Demon Prince of Undeath. Bad people making bad choices and doing bad things. It’s one of the dangers of the adventure that the characters need to overcome.

    Slavery and the trafficking of people remain an evil. Simulating this evil in game doesn’t make it better. Worse, making the institution of slavery a part of a role-playing game can trivialize the impact of it.

    It’s true that whole ethnicities of people were owned throughout history. The struggle for them to win their freedom is both centuries long and ongoing even today. Just because there’s no antebellum aristocrat in a smart white suit sipping bourbon on the front porch of his plantation, doesn’t mean that slavery remains very real, and remains an ethnically motivated practice.

    As a middle-aged, masc presenting white person, it is cruel to pretend that slavery, even in game, is normalized. Especially if I have players at my table whose families may well have been enslaved in the not-to distant past. It is likewise cruel to place a player in the position of being a slave owner, appeaser of slavery as an institution or have their character be a slave without the player’s active consent.

    Gaming and Consent

    Since I mentioned consent, I should expound. Tabletop Role Playing is a communal experience. At least two people interacting to tell an improvised story about the Game Master’s adventure and the Player’s Original Character. Because of that, the players and Game Master need mutual, and active consent when playing.

    This extends to most interactions in game. But where it runs into the question of humanity, that interaction is critical. If any party at the table doesn’t want to be confronted with dark or transgressive subject matter, those wishes need to be respected. This includes enslavement and institutional slavery.

    Real World Institutions vs In-World Lore

    For as long as I’ve been gaming, there has always been this loud, obnoxious, background noise advocating for more “Historical Realism” in Tabletop role-playing. Everything from disparaging Hit Points, to weapon space, and for the modern and future settings, the minutae of guns. I’ve seen hundreds of systems and house-rules. Most of them bogging down the game as the table comes to a screeching halt as we figure out what body-part just got hit by which attack.

    The other historical rabbit-hole is environmental realism. Great Lords ruled over peasants, the aristocracy were allowed to do whatever they wanted because they were the rulers. Gods, after Braveheart roared through the community like so many screaming extras, the term Prima Noctis started cropping up everywhere. Of course, enslavement of every historical stripe has long been a yardstick by which “immersion” was measured. Lawful and Good alignments were construed to support the institution. It was deemed, “ok” and “natural” and because it was imaginary roleplay, wasn’t really real. Like I mentioned up in the consent section, if that’s what the table agrees to, then enjoy your game. I’m not trying to police your table.

    But, when you hear my game in the FLGS, or play at my table at convention, don’t expect to go to the market and buy yourself a slave. I don’t have fun being a GM who plays the slaver, or the enslaved. I don’t care for “historical realism”. At best it’s whitewashed History, at worst it’s a power fantasy about owning people.

    What about those Slavers hanging out in the Underdark?

    I started this essay with the adventure and setting I’m designing. By having slavery as an institution in the background, I’m hoping to allow the tables who utilize my adventure some freedom to adjust it’s impact to suit their taste. There’s a group of escaped slaves and there’s a band of hunters chasing them, it’s up to the players and their characters to react to that set of encounters. It’s up to the Game Master to determine it’s importance. Slavers have made great antagonists in fiction for a very long time. One of the first series of adventures published for AD&D was the A-Series of modules, collectively known as “Against the Slave Lords”. One of the classic cues that there is something “bad” about a given realm is the presence or absence of legal slavery. I’m not saying “don’t use slavery at all in D&D”, I’m asking to put some thought into whether or not it contributes to the story that’s being made at your table.

    And, for the Seven Heavens, don’t justify it behind the excuse of “slavery was common in 3rd Century Rome (or 16th century France, or choose your historical era here)”. Tabletop roleplaying isn’t about historical accuracy, it’s about having fun with your friends, and making new ones.

  • Money Makes the World Go ‘Round

    Money Makes the World Go ‘Round

    The difference between Treasure and Money

    Your characters have done it! You’ve journeyed deep into the earth below the ruined castle. Overcame traps and foes alike, solved ancient puzzles, and killed the Great Beast in it’s lair. Your characters gaze over the accumulated wealth of centuries, jewels and coin and gemstones. Your hirelings start scooping treasure into heavy sacks to carry to the surface, and then home. Everybody is rich!

    Except you’re not, not yet.

    Currency and taxation

    This is getting a bit into the weeds with regards to worldbuilding. Where the adventurers find treasure can be important. Finding a centuries-old cache of coins leads to a problem,the realms that minted those coins may no longer exist. This leads to an issue when the characters try spending the coin back in town.

    One reason currency is minted is to attest to its purity. Gold in particular is more valuable the more pure it is. 100% pure (24 karat) gold is worth more than 75% pure (18 karat) or 50% pure (12 karat) gold. When a realm stamps their mark on a coin it’s a guarantee of purity in the metal. Everyone who trades in the coin of the realm can be confident that the gold is of a minimum purity (usually 75% or 50%, depending on the wealth of the realm minting the coin). Coins from elsewhere don’t enjoy that confidence. Especially old coinage. Instead of valuing the coin based on it’s declared value, coins are valued on the weight and purity of the metal in the coin.

    If the adventurers have their treasure appraised, they can either pay a fee (usually 10% of the value of coins appraised) to a Jeweler to value the coins based on the metal they contain. If the adventurers have access too and proficiency with Jeweler’s tools they may appraise their own treasure by making a Intelligence check with proficiency against a Difficulty class set by the Game Master. Adventurers who know the appraised value of their treasure have Advantage on Charisma checks when negotiating a sale of the coin.

    Ancient coins from realms lost to history, can also be valued as historical or collectors’ pieces. To the right buyer, a box of 3,000 year old coin from an extinct empire might be worth far more than either the value of metal, or the declared value stamped on the coin. This can add detail and steps to cashing in on your treasure hoard that players may not be interested in. Not every player of Dungeons and Dragons enjoys haggling with money-changers over the relative value of copper. To keep things simple, and to minimize accounting, it’s recommended that the Game Master simply assign a percentage that treasure is worth in currency (usually between 50 and 80% .

    The coins can be melted down and sold by weight. The price for precious metals will always be less than the currency value of the coin that can be minted or the jewelry that can be made from it and depends on the purity of the metal. Appraising the precious metal will give the adventurers Advantage on Charisma check when negotiating a sale.

    Using Treasure to Pay for Goods and Services.

    Sometimes, it’s unavoidable, treasure is the only resource that is available to pay for a room and meals at the roadside inn, or when purchasing a mule and cart from a local homestead. Or maybe the characters want to avoid entanglements with the local government. In this case, the characters need to persuade the merchant or inkeep to accept their coin. After all, gold is gold, even if it doesn’t carry the stamp of the ruling sovereign. This would be a Charisma (Persuasion) check against the NPC’s Intelligence (or Charisma, depending on the scene) bonus plus 10. Give Advantage if the characters know the value of what they’re trading (having someone appraise their treasure qualifies). Or Disadvantage if the source of the treasure has a bad reputation. No one wants to take cursed silver from the haunted halls.

    At best, the treasure shouldn’t be worth more than their declared value, even on a natural 20. Otherwise, a successful Persuasion gives the characters their asking value, and a failed Persuasion gives them only half that. A natural 1 throws other complications into the transaction.

    But bartering treasure isn’t like shopping at Ye Olde K-Marte. If a patron isn’t taking legitimate coin, they aren’t too keen on giving exact change in coin of the realm. Accepting illegitimate currency is a crime in most settled areas. At best, it’s just a minor crime and a fine will reconcile the legal issue. At worst, it’s counterfeiting, or espionage, and the characters face imprisonment, or the headsman’s axe.

    Money as a Motivator

    In the early days of D&D, characters earned experience points, in fact, most of their experience points from the gold piece value of the treasure they brought out of a dungeon. One gold piece = one experience point. Fighting monsters and ad hoc experience was at best one quarter or one third of your character’s experience total.

    As Matt Colville once said, “how a game rewards it’s players is what the game is about.” In the case of early D&D, that meant getting treasure. Your characters advanced based on how much treasure they “won” or earned or stole. This led to players to scouring every inch of the adventure for every single coin or item of value. Later editions abandoned this experience point method, which is overall a good thing. Getting better at adventuring because you’re rich, or the instances where novice adventurers become superheroes because they found a treasure hoard worth more than a kingdom was kind of silly.

    Still, moving the experience motivation away from treasure had a drawback. D&D rewarded encounters and combat, so that’s what players focused on, and that became rather boring. It also cut off one of the classic reasons that people take up adventuring in the first place. Finding treasure.

    TANSTAAFL

    Players should be motivated by something more than experience points. We’re in the year 2025, computer gaming can scratch that itch just fine if all the player wants is to level up their characters over and over.

    During Session 0 of a campaign, the Game Master ant the Players should set expectations and define the role of treasure in the story. During this stage, you can establish the importance of money in the setting and in the campaign. There is a big difference between a band of dirt-poor adventurers doing everything necessary to scrape enough coin together to buy their next night at an inn and a court romance of aristocratic adventurers for whom money isn’t an issue, but treasure can buy prestige and power.

    Once established, the role of money and treasure should be used. Don’t handwave the important expenses for the campaign. In the campaign where the characters are scraping for coins, charge the characters for every round of drink, and every transaction, no matter how trivial. The characters are struggling, and their players should be always aware of that fact. In the campaign of noble adventurers seeking status or glory, the minor costs, like buying a round for the house in the tavern to loosen tongues, or flipping the minstrel a couple of gold to (quite literally) sing their praises doesn’t need to be tracked. However, the value of treasure is of critical importance as well as the conspicuous consumption. Keeping up a Aristocratic Lifestyle, paying for an entourage, keeping up with courtly fashion (no one wants to be seen at this season’s ball wearing last years fashions!) the accounting may be different, but the fundamental is the same, Treasure is important, and will affect the characters’ advancements.

    Money Is Money

    Players sometimes only care about gold pieces, or platinum pieces. Silver, copper or electrum are simply not valuable enough to be bothered with. Just remember, most large amounts of treasure is not going to be neatly divided by coin. It takes time to sort through hundreds of coin to pick out all the gold or platinum, which are much rarer than copper or silver. Also, platinum and silver are pretty similar in color, and with the really poor lighting in dungeons separating the platinum from the silver would be s-l-o-w. In dungeon lighting conditions (such as those defined as “bright light” in the 5e rules, it will take 1 hour to sort through 500 coins. In dim light, that time doubles.

    In a similar manner to the current change problem as described earlier, tossing around gold for every purchase is going to cause problems. Most communities smaller than cities don’t have enough coin to break gold and platinum down to lower value coin. When the tavern’s house ale cost 5 copper pieces for a pint, slapping a gold piece down, even for a round for the house is twenty pints. Consider this, if the local tavernkeep is selling fare for copper pieces, they’re not going to have an abundance of coin to make change.

    But it’s Not All Taxes and Crime

    Don’t go overboard with relieving the adventurers of their hard-won treasure. Part of the fun of finding mounds of treasure is spending it. Let the adventurers commission magic items, specialized armor, purchase noble title or church ranks. Large purchases like a stronghold, or ship can be planned and enhanced. Wizards need sanctuaries, Priests need temples, Warriors need fortresses and Thieves need hideouts.

  • Are You Afraid of the Dark?

    Are You Afraid of the Dark?

    Darkvision, Infravision, and Light in the Dungeon

    I’ve been playing D&D since the 80s. And I gotta confess. I never really liked how Darkvision (or Infravision, or Ultravision… etc) worked, either rules as written, or as played. Rules as written (5th ed, 2024), Darkvision allows your character to see in darkness as if it were dim light, and in dim light as if it were bright light out to the defined range. Such vision is monochromatic. Infravision from 1st ed is much the same, except that with infravision, the character sees sources of heat. Which allowed for all sorts of “creative” interpretations by Dungeon Masters and Players alike.

    The problem with the rules as written is, it’s just a flashlight from your vision that only your character can see. The rules imply that, except for being colorblind, the character’s vision is otherwise unimpaired. If a note, for example, is written on the wall with enough contrast, the character can read it without difficulty. Things lurking around in the dark are visible, and can be identified. They are rules designed to be simple to interpret, remember, and apply. Infravision is much the same, except instead of a flashlight, it’s IR Nightvision goggles.

    Rules as played, Darkvision and Infravision make being in the dark an inconvenience rather than a mystery. The difference between “dim light” and “bright light” are applied only mechanically, and even then, most penalties can be mitigated with class abilities or feats. There’s even the spell, Darkvision that confers the ability to a willing subject for 8 hours. Because the effects of being in the dark are so trivial, it’s often forgotten about. Exploring a dungeon is about as disorienting as a poorly-lit hallway. Descriptions include details that would likely be concealed, and when the dark is mentioned, it’s an uncommon enough detail that it becomes a hint that the adventure designers are concealing something.

    Let me tell you a story about a TPK

    Years ago, I ran a D&D campaign, and in the very first adventure, half the characters were humans, while the other half had Infravision. The characters went to the dungeon location a few miles from town and climbed down to brave danger and gather treasure. I asked how everyone was going to see down in the dark, and the players of the characters with Infravision announced they could see in the dark. Then everyone checked their character sheets. No one had brought torches, lanterns, lamps, no light sources. No one chose to go all the way back to town to get some light sources. everyone just strung rope between one another and the characters who could see in the dark led the unsighted deeper into the underground maze.

    The party ran into trouble after angering the troglodytes who lived in the caverns, and most of the party fell in combat. Except for two characters who fled when the battle was going poorly. Two human characters. And in the dark, with no light, they stumbled about until the troglodytes hunted them down. It was exciting, memorable, and some of those players tell the story about that TPK even after more than 25 years.

    The Dark is a tool for the Dungeon Master

    Part of tabletop roleplaying is the shared imagination at the table. Dungeon Masters can set the mood, pace the tension, bring the players into their characters’ experience. The dark forces the DM to describe the dungeon with senses other than sight. Sounds echo, unknown smells linger. the air can be suddenly cold, or warm, dry, or wet. Darkness closes in, and the characters’ world grows very small indeed.

    The dark also encourages the characters to stick together. One of the few comforts in these situations is simply knowing where your friends and allies are. Characters who head off into the dark by themselves often find trouble quick, fast, and in a hurry. Coming to the rescue becomes a terrifying race. Or worse, the stray character is never found, just the odd, broken piece of equipment marking their desperate fight for survival.

    The dark also grounds the environment in the players’ imagination. We expect it to be dark in deep caverns or abandoned mines. Reminding the players of the dark keeps them thinking like explorers instead of tourists. This way, when the characters enter a location even with dim light, the presence of light alone becomes a clue to the mysteries of the dungeon.

    Bring a Torch

    In current iterations of D&D there is a trend towards offering the “Standard Pack” of gear to begin their adventuring career. These packs often include critical, if often overlooked, items and among them are torches.

    Torches last one hour and cast bright light out to 20 feet and dim light an additional 20 feet. They throw shadows, and illuminate differences in color. At the DM’s discretion, a lit torch may be reflected from further still.

    I like to use torches (or candles, or lamp oil) as treasure at times. Since torches add 1 pound of encumbrance each, scrounging torches from the dungeon itself allows the group to extend their time underground. Light, even among populations that naturally possess darkvision, remains valuable. If for no other reason, no one really wants to fumble around in bad lighting, even if they can see through the darkness.

    Darkvision House Rules

    At my table, I define Darkvision as being able to perceive the magical energies that the world radiates. Perceiving these energies reveal them to be a constantly changing blend of all colors at once. In practical application, this still comes across as monochromatic, but I think it helps sell “the world is a magical place” theme.

    This also means that the environment when seen through Darkvision casts different shadows than the environment when seen by a light source. Clever people make use of this feature to aid in concealment. For example, perhaps a secret or concealed passage is present that when seen in Darkvision is concealed, but when a light source shines on it, the cast shadows reveal it’s presence without the need for a Wisdom (Perception) roll (or vice-versa). Messages written in a color of the same shade as the surrounding area would be all but invisible to Darkvision, but stand out clearly under direct light.

    Conclusion

    Tabletop Roleplaying is an exercise in immersion. The deep places of the world should feel dangerous, frightening. Denizens of the underworld have every advantage, after all, this is their native environment. The civilizations that have grown far from the open skies of the surface, use the dark of the underworld to their advantage. Natural hazards, cave-ins, deadfalls, areas of poisoned air, All of these are enhanced when presented from behind the curtain of the dark. Explorers need to be cautious, if not careful or they will find themselves lost in the dark.

  • Half-Orcs, Half-Elves, and alignment

    Half-Orcs, Half-Elves, and alignment

    Multiethnic characters in Fantasy Roleplaying

    Introduction

    One of my longest-lasting characters is a Half-Orc fighter. I made Darshag in 1988, and played him in every edition of Dungeons and Dragons and Pathfnder 1st (except 4th,but we don’t talk about 4th.) After 37 years, Darshag is a fully realized character, he’s got a really rich and detailed career. Recently, I designed Darshag’s daughter Zhaagdar who has begun her own adventuring career.

    With the 2024 revision of 5th edition of D&D, multiethnic characters, specifically Half-Orcs and Half-Elves have been “removed” from the Players’ Handbook. You may not be aware of this, but this isn’t the first time Half-Orcs have been removed from the Player’s Handbook. Back in 1989, with the publicaton of 2nd Edition D&D, Half-Orcs were also removed from the Players’ Handbook. At least with the 2024 revision of 5th edition, Orcs are used to replace the Half-Orcs.

    Certain segments of the Fantasy Roleplaying Community are vocally and loudly outraged by this. “Orcs!” they say “being removed from the Monster Manual changes the game! The new players will no longer see orcs as faceless minions of evil! Orcs will be shown as kings, heroes, the Good Guys!” and they’ll rend their garments and fall into the dust in woe and despair. Okay, maybe only in social media will they take such extremes. Even the old grognard-gamers have the same capacity for drama (even if they often deny it) as the theater-kid post d20 gamer is. Much of this is simply that there are evolving depictions of the monsters in D&D. Some of it is that the fantasy folk in D&D have traditionally been starkly divided between “Good Guys” (humans, elves, dwarves, gnomes and halflings) and “Monsters” (orcs, goblinoids, drow, kobolds, etc..). The original treatments of player character options supported the good guys and varied between outright prohibiting and creating a labyrinth of rules if a player wanted to play a monster.

    The good news for all my old-school grognard friends is that those rules still exist and are still supported by WotC (through Drive Thru RPG) and an entire segment of FRPG publishing in the Old School Revolution (or Original Spirit Rules, or a half-dozen other application of OSR as an acronym). Furthermore, most of the people who are complaining about the adjustments of the Players’ Handbook and Monster Manual in 5th edition aren’t playing 5th edition D&D anyway! They’re already playing their lovingly annotated 1st or 2nd edition D&D, or Castles and Crusades, or Swords and Wizardry, DCC, the Black Hack, or a dozen other games that scratch the itch.

    Orcs as Bad Guys

    There is an argument to be made that Orcs (and all Monster ethnicities, including Drow) are simply fodder for heroes to defeat, kill, and move on. They’re soulless, or damned, or grown from vats at the bottom of the spawning pits of Campaign Big Bad. This most commonly comes out of Tolkien’s Middle-Earth and similar worlds of fantasy fiction. The orcs in this case are not people, they may look like people, but they are soldier-ants with no wills of their own. They are extentions of the Sorcerers, Demigods, Demons, and Evil Emperor’s will. They don’t have families, they are spawned, fully grown and armed with their spears, falchions, shields and helmets and marched out to war.

    This characterization absolves the player characters of any moral considerations when their 20th level barbarian cuts through them by the score every round. Wiping out a tribe of these orcs doesn’t involve non-combattants. Every single orc from the war-chief to the clan priest, to the cook is an active adversary. There’s no one who will miss them when their dead, mourn their loss, or wonder when they’re ever coming home.

    These guys are born Evil (or spawned Evil) from the start because the will that motivates them is the Evil of their “Master”. They don’t have an inner life to make them sit down and contemplate “why”. This works great for video games, it works great for wargames, it even works for role-playing games so long as the setting isn’t concerned with three dimensional characterizations of the Orc Warrior.

    It does come with problems though.

    Having someone who carries all the trappings of being a person, does blur the lines of their person hood. What’s more, even the hordes of the Demon-King have some-sort of society, rudimentary and crude as it may be. That society can and often is based on real-world peoples. The language used starts to reflect the language used to classify and condemn real-world people as sub-human. “Savages, Witch-Doctors, Shaman, Chief, sub-Chief, Berzerker, Brute” these have all been used in RPGs to classify the different types of Orc. Even the classification of “Humanoid” is a perjorative.

    These terms have also been used to classify people. Colonizing cultures always paint the people they colonize with these terms to justify the treatments they inflict on them. Colonizing Nations go to war with peers and have “rules”, but they cleanse the lands of the colonized people. The “rules” didn’t apply when Manifest Destiny was involved.

    It’s a buzz-kill, if all you want to do is blow off steam after a week of drudgery and just be the main character of your story for a couple of hours. And then there’s this bleeding-heart making comparisons with the real-world, and honestly, at that moment you don’t care! Just roll your attack already!

    The old-shool players have a point. Orcs are not the First Nations, were never intended to stand in for Africans, and are just made up. They’re just taken from Lord of the Rings, man! Even the author of Middle-Earth, and the creators of Dungeons and Dragons have been clear, they never intended their depictions of Orcs or Goblins, or Gnolls to be anything other than Orcs, Goblins and Gnolls.

    The second problem, for me at least, is that having Orcs as hordes of soulless cannon-foder is boring. They’re just tallys of hit points to be whittled to zero by my dice rolls and experience to be added to my total so I can level up and gain yet more abilities to kill more of these guys faster. I’ve been playing D&D for 44 years as of this writing and I can say that I’ve done this to death. I need more.

    Furthermore, video games manage this much better and far more entertaining than humans can. AND there aren’t any scheduling problems.

    Orcs as people

    What the trend has been over the past quarter-century is that Orcs, Goblins, Kobolds, Drow, etc.. are peoples. They do have societies, histories, individually they have goals and ambitions and parents and there’s someone back home that will wonder what happend to them when they don’t come home. People can be sympathetic. People can be complex. People, can be interestng.

    In this argument, Orcs have reasons to be invading. Even if that reason is as simple as their war-chief says “invade”. They can still be minions of the big campaign bad guy. They can be devoted to the demigod, or the emperor, or the sorcerer. They can be swayed by promises that once those Elves, or Knights, or Dwarves are dealt with, their bellies will always be full. As Saruman says in the Peter Jackson adaptation of the Two Towers, “You will taste Man-Flesh!” From what I’ve read, man-flesh tastes a lot like pork, and pork products are yummy, so I can see the appeal.

    Point being in this instance, that Orcs can still be Evil. They could be slaughtering villiagers (and eating them). They can be reveling in slaughter because that’s what they want to do. They can covet the riches and wealth of their neighbors because it’s riches and wealth. It’s just that in this case, the Evil of these Orcs is a choice.

    Orcs as people might not even be Evil as Evil is defined by the alignment chart, they might see themselves as Good. All they really want is to make life better for themselves and their Orc-kids and Orc-families. There are non-combattants in these communities. There might be farmers who are desperate to bring in one more harvest from the blasted wasteland that their tribe lives in. The lands the orcs are invading might be fertile and rich. The Orc farmer might be telling thier chief that if they were to be farming that land, they could grow enough food for everyone and more.

    Orcs with wants and needs can be negotiated with. That’s something that doesn’t happen in Middle-Earth. Orcs there don’t surrender, nor do they beg for mercy. They’re working, ultimately for Sauron, and his will is their will. When orcs are people, they want to live. In their heart of hearts they personally want to keep living, even if it’s for one more year, one more day, or even one more hour. This also provides a good opportunity to cut boring combats short. The orcs just break and run or throw down their weapons and surrender. The combat ends when the GM decides that it’s just a boring series of dice rolls and arithmetic. The orcs can be bribed. They might be convinced to look the other way with some coins offered. They can be turned. Orcs can be convinced there is a greater thread and ally with the characters. They can be shown mercy and in return, fight for their savior until they feel their no longer in debt.

    This is something that video games don’t often do better than a human GM.

    Like with the examples in the previous section, there are problems here as well. For one, giving NPCs goals and ambitions piles a lot more work on the shoulders of the GM, especially if these NPCs start working with the player-characters. This also threatens to pull the spotlight away from the players’ characters. Since the GM is omnipotent with regards to the adventure and the setting, that can leak over to the NPCs who interact with the characters. This can make the NPC invaluable, and coupled with the NPCs goals, the characters can end up as marginal chararacters in their own story.

    This approach also makes the moral landscape more complex. When Orcs and other human adjascent monsters become people, they often have families, communities, in short, innocents. When confronted with this it becomes a moral choice for the players as to how their characters will manage a newly-defenseless Orc community. It’s one thing to burn the spawning pits of faceless hordes, it’s entirely different to put a village to the torch. For many players, this isn’t why they play D&D. Instead of being boring, this approach can become too demanding.

    So what about Half-Orcs?

    The simplest solution, is to just use the Half-Orc (and Half-Elf) entry from the 2014 Players’ Handbook. The 2024 revision remains very compatable with 2014, and very little alteration needs to be made.

    Another very simple solution is to choose the character’s species’ abilities from one parent or the other. “Little Blorg sure takes after his Mother, an orc just like her!” Of course, the GM can make all sorts of house rules for Half-Orc player characters tailored to the character and the campaign.

    With regards to the Half-Orc character’s circumstances of birth and parentage, it is imperative that the primary choice belongs to the character’s player. That being said, the other players in the group and the game master also get to have an opinion. Remember, everyone at the table, including the game master are there to have fun and everybody needs to accomodate one another if D&D is to be a positive and fun experience. But this is really true regardless of a given character’s species. Any species option could have as pleasant or problematic histories as any other. An argument can be made that even if the Half-Orce can be as virtuous as possible, if the assumption towards their history is problematic because Orcs are involved, that’s just as racist as assuming the character is “rude, crude, crass, and generally obnoxious” or mandating that all Half-Orcs get penalties to Charisma or Intelligence while getting bonuses to Strength and Constitution at the same time.

    The reactions of NPCs to Half-Orcs, or Orcs for that matter should be established and agreed upon by the players and the game master. Role-playing racial abuse is difficult. “We don’t like your kind ‘round here”, while likely authentic and supportive of verisilimitude, can be uncomfortable or unfun for everyone involved. Thus, the degree to which racial segregation is detailed should be agreed upon early in the campaign, and should be open to revision at any time during game play.

    What about the Drow?

    Many of the same issues facing Orcs in D&D also affect Drow. On the one hand, Drow can be Evil from the start, corrupted by their intimate spiritual connection to Llolth, Demon Queen of Spiders. Only in very rare cases can individuals overcome this damnation and pursue a life not beholden to Chaos and Evil. And on the other hand, Drow can be born withough predestination towards Evil, but learn how to survive in a Chaotic Evil society. Individuals born with strong empathic instincts or kind hearts seldom survive with those virtues intact. If they survive at all.

    The difference between Drow and Orcs in the fictions of D&D and fantasy literature is that Drow are seldom portrayed as mindless hordes. Drow are seldom characterized as being spawned fully grown. Drow, it is commonly agreed on in the writing, are born of mothers and have childhoods.

    But Drow and Orcs do share a similarity with regards to the approach that they are both Evil from the start of their lives. With Drow it’s the influence of their Demon Goddess. In this approach, the Drow don’t have agency, never do, even Drow infants are Evil and devoted to their Goddess. This approach also suffers from the “Orcs as midless spawn” problems described earlier

    Drow born into an Evil society maintains the possibility that if the Drow infant is born and raised outside of the influence of their Demon-worshiping society, they will develop with agency and free will. They may still turn out evil, of course, but it’s not a predetermined result. This approach does mitigate some of the moral quandries because Drow society is so thoroughly dominated by worship of Llolth that only the youngest non-combattants encountered will not already be devoted to the cause of evil. But it still has the same moral quandry mentioned with the Orcs. What to do with captives who are not only innocent, but helpless as well. Not every player group wants to play the adventure where they shepherd a nursery out of the dangers of the Underdark.

    Conclusion

    This simply is a non-controversy. Despite the amount of noise surrounding it. To which this article is contributing, if we’re keeping things 100. It still boils down to playing a game with friends telling the stories you want to tell. Showing one another some basic respect, and understanding that the ways to play Dungeons and Dragons are as varied as the millions of people who have been playing D&D for more than 50 years at this point. If you’re having fun, you’re doing it right.

  • New House Rules

    New House Rules

    Six new rules I’m using in my next campaigns.

    Introduction

    House Rules have been a part of Table Top Roleplaying since it’s wargaming roots. The earliest pre-D&D experiments in role playing were, in essence, house rules. Many of the developments in most of the currently published systems started as house rules that became widely adopted. Almost by definition, any game built off of an SRD could be considered a set of house rules.

    Point is, we as gamers, just love to tinker and modify the rules as written to suit our own needs. Which brings us to some new house rules I’m using with my next D&D campaign. Some of these, were just alternative suggestions from the 2024 5e rules, others are lifted from, in my case, the Black Hack, and there is a “Salt Bae” pinch of Cypher System in here too. If they work during play as well as I imagine they would, I’ll keep em. Otherwise, we’ll just throw ‘em out and move on.

    House Rule #1; Initiative

    This one comes from an adaptation of the Cypher System initiative mechanic.

    When rolling Initiative, players all roll a Dexterity ability check against the adversaries’ Difficulty Class (DC) based on 10 + their Initiative Bonus.. Characters who succeed on this check go before the adversaries and those who fail go after, in an order decided by the players. The adversaries take their turns in order decided by the GM.

    In the case of varied Initiative DCs Only a single Initiative check is made against all the DC values, and characters take their turn based on the success or failure of the roll when measured against each DC in order as determined by the players.

    Because Initiative is defined as a Dexterity ability check, all bonuses, penalties, buffs or debuffs that affect a Dexterity ability check applies to the initiative check. If the modifier comes as a spell or class/ monster ability, only using a bonus action or reaction will allow the spell or ability to be used in most encounters. The intention for this house rule is to encourage strategy and engagement among the players. The order of action is determined on each round, though the initiative roll is applied for the entire encounter.

    House Rule #2: Usage Dice

    The Black Hack defined Usage Dice as a “push your luck” mechanic. Instead of tracking the inventory of a consumable item (ammunition, rations, water, oil, magic item charges, etc..) each resource is assigned a Usage Die. The Usage Die is a single die; d4, d6, d8, d10, d12, or d20 that is rolled every time the resource is used. If a 1 or 2 is rolled on the Usage Die, it is downgraded by one die type, until the d4 is downgraded, at which point the resource in question is exhausted. This mechanic is unpredictable, and is completely dependent on the whims of the dice. Some games, the resource seems inexhaustible, other games the dice will turn against the players.

    At the GM’s discretion, the Usage Die can be increased outside of the resupply or camp. In these cases the Usage Die only upgraded by a single die type.

    House Rule #3: Advantage / Disadvantage

    This House Rule is also lifted from the Black Hack, and is a small redefinition of the 5e Advantage / Disadvantage rule. Instead of being restricted to d20 rules, Advantage and Disadvantage can be applied to any die roll. When Rolling with Advantage, two dice of the designated type are rolled together and the player makes the choice of which result is used. When rolling with Disadvantage, two dice of the designated type are rolled together and the GM makes the choice of which result is used. Like the 5e rule, Advantage and Disadvantage can only be applied once to a single die roll, and if both are applied to the same roll, they cancel one another out.

    In instances of multiple dice being rolled, Advantage and Disadvantage only add a single die to the pool, and the player or GM chooses which dice they count. Advantage or Disadvantage results are counted before the results are applied. Example: A greatsword inflicts 2d6 damage to a single target. With Advantage and Disadvantage, an extra d6 is added and two of the three dice are added together to calculate damage. If the greatsword rolls a critical hit, the damage dice are doubled to 4d6, and only one extra d6 is added. The pool of 5d6 is rolled and four die results are added together.

    House Rule #4; Doom Dice and the Doomed condition

    This house rule comes out of the Black Sword Hack. Doom Dice are a special application of Usage Dice that represents the role of destiny or fate plays in a character’s life. Characters only have a single Doom Die at any given time. Doom Dice start at a d6 and can be used in several ways; a Doom Die can be rolled and the result added to a die roll, the Doom Die can be rolled when the character wants to add a minor element to the scene, the GM can ask the player to roll the Doom Die in instances when fate has turned against the character. In the latter two examples the result of the Doom Die is not applied to anything. The Doom Die can only be applied to the character whose player rolled it.

    Like all Usage Dice, on a result of 1 or 2, the Doom Die degrades. When a Doom Die is exhausted, the character will gain the Doomed condition. Only finishing a Recovery IV can replenish the Doom Die, and only when the Doom Die is exhausted. Under certain, special circumstances as determined by the GM, the Doom Die can be increased to a d8.

    The Doomed condition is a miserable state where Fate has turned against the Character. If a character’s Doom Die is exhausted, the character will suffer this condition until they finish a Recovery IV, at which point the condition is removed and the character’s Doom Die is replenished to it’s starting value (usually a d6, but in some cases it could be higher). While suffering the Doomed condition, the afflicted character has disadvantage on every ability check, attack roll, damage roll, saving throw, and effect roll they initiate. Effects placed on the character (like a Bless spell, Bardic Inspiration, or Cure Wounds spells) by another source are not affected by the Doomed condition.

    House Rule #5: Spellcasting Dice

    Spellcasting Dice are another application of the Usage Dice. Spellcasting classes earn increasing Usage Dice for casting spells of a given spell level. When a spell of a given level is cast, the character rolls the appropriate spellcasting die, the result is only used to determine if the Spellcasting Die for that level is degraded or not. If the Spellcasting Die is exhausted, the caster is no longer able to cast spells of that level until they finish a Recovery that refreshes their Spellcasting Dice. Casters can roll a Doom Die to give themselves Advantage on their Spellcasting Die check. Though different spellcasting classes refresh their Spellcasting Dice differently. Characters who multiclass with two or more spellcasting classes always use the highest die their classes and levels dictate. Classes that use Sorcery Points track that resource as a Useage Die.

    House Rule #6: Recovery

    This system replaces the Short and Long Rest mechanic with something similar to the recovery mechanic found in Cypher System. Following a Recovery IV, characters have four Recoveries they can take. Each Recovery requires a designated amount of time to complete before the Recovery benefits can be gained. Every Recovery needs to be taken in order and once expended will only recover following a Long Recovery. Multiple available Recoveries can be used if the duration of the highest recovery is finished.

    • Recovery I – One Action. Finishing a Recovery I allows the character to use up to their Proficiency Bonus in available Hit Dice to regain hit points. This can be used as a character’s turn in a combat round.

    • Recovery II – Fifteen Minutes. Finishing a Recovery II allows the character to use up to their Proficiency Bonus in available Hit Dice to regain hit points in addition to any Hit Dice from a Recovery I, if that recovery is still unused. Some abilities and Spellcasting Dice can be recovered with this recovery as detailed in the characters classes and levels. Spells and rituals that require this amount of time or less to cast can be cast while taking this recovery.

    • Recovery III – One Hour. Finishing a Recovery III allows the character to use all available Hit Dice to regain hit points. Some abilities and Spellcasting Dice can be regained with this recovery as detailed in the characters clsses and levels. Magic items that require Attunement can be Attuned after finishing this recovery. Spells and rituals that require this amount of time or less to cast can be cast while taking this recovery.

    • Recovery IV – 12 Hours (or half-a-day depending on the campaign setting). Finishing a Recovery IV regains all lost hit points, regains one level of exhaustion, ends the Doomed condition, and makes all recoveries available to take again. All abilities, spellcasting dice and Doom Dice can be restored. Characters who are incapacitated, stable, and at 0 hit points will return to being awake and alert with all their hit points. Certain Magic Items can recover their Usage Dice for charges as described for each item. This recovery marks the end of the day (regardless of the time when the recovery is started and finished) for purposes of abilities that are daily use.

    Conclusion

    I’m pretty excited for these rules, they’re written to compliment a sword-and-sorcery campaign more than a standard D&D Epic High Fantasy model (though I think they can be used pretty seamlessly there). Feel free to adapt these house rules to your own campaign if you like them. Let me know your experiences and thoughts in the comments

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