Thursday, 15 September 2022

Yet another magic system: Chaotic Spells and Strange Charms

Finding a magic system that does what I want is difficult. Not in the least because what I want from a magic system differs constantly depending on the sort of game I am (considering) playing.

However, one consistent ask that I have of magic is that it makes sense in the world, at least to me. So very gamey takes on magic, though they might be fun to play with, don't do it for me personally. 

Other than 'making sense in the world' I wanted the magic for this game to feel like a genuine force of nature, rather than vague innate power. I think it worked pretty well, but we'll see when I test it at the open table game I run for my students if it actually works in practice. 

Sunday, 11 September 2022

Some more twisted vanilla: Ranger, Paladin, Witch/Druid

After doing the fighter, thief and wizard last post, I'll share the ranger, paladin and witch classes I made as well. These have been quite fun to work on, and I hope to expand the organisations/classes based on some ideas I still have lying around somewhere as well as based on input from my students on what they want to play.

Wilderness Warden


The natural order is under constant threat. It is up to us to maintain it and root out the chaos that would undo it.

Gear: Hunting bow, quiver of 20 arrows, a waterproof cloak, a fishing rod, and a hunting knife.
Duty: You must present a trophy of a chaotic being you got rid of at each Equinox Moot.  
Stipulation: You are not allowed to upset the natural order under any circumstance.
Rituals: When you take up the responsibility of the Wardens of the Wilds you are inducted in one of the following rituals to aid you in your duty. Those who make a major contribution to the efforts of the Wardens are allowed to participate in a ritual they haven’t yet experienced.

Sunday, 4 September 2022

Vanilla classes with a twist: Fighter, Thief, Wizard

At the school I teach at, I run weekly games for students. This year, I want to run an open table game set in a slightly gonzo fantasy world, where an ancient empire has suddenly fallen into decline. Power is fragmented, and seemingly up for grabs. Alongside local governments various organisations are vying for power. 

Here's three such organisations for the classic three: variations on Fighters, Thieves  and Wizards (format inspired by unions from bastionland, the GLoG from goblinpunch, and materialist progression from adventures buffo.) 

Condemned Conscript

Your lives were forfeit the moment you went down the path of crime. Only through facing death can your humanity be redeemed.

Gear: A helmet, a spear, a shield and a pouch of blood red berries.
Duty: Answer the call when the Vanguard is deployed in war.
Stipulation: You must wear a noose around your neck while you are serving your sentence.
Rituals: After you are convicted to serve in the Condemned Vanguard your fellow convicts will put you through one of the following rituals. Those that serve another campaign, willingly or as punishment for a crime, will be put through a ritual they have not gone through before.