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STEP STEP TWO:<br />

TWO:<br />

Start or Join a Party<br />

When role-playing games were young, there was an idea that you could<br />

define a character using a system that came <strong>to</strong> be called Alignment.<br />

Originally, we think it was supposed <strong>to</strong> be a guide for how <strong>to</strong> play your<br />

character, and an easy way <strong>to</strong> separate the Good Guys from the Bad Guys.<br />

While it started simply, it quickly became bloated, pointless and ridiculous <strong>to</strong><br />

the point where characters were able <strong>to</strong> speak <strong>to</strong> each other in secret<br />

alignment languages. Somewhere along the way Order and Chaos got all<br />

mixed up in this <strong>to</strong>o. We blame Michael Moorcock.<br />

Game groups were perpetually mired in arguments over whether or not a<br />

Chaotic Neutral character was a psychopath, and fist fights over if it was<br />

possible <strong>to</strong> play a True Neutral character where semi-regular convention<br />

experiences. Worse yet, everyone always picked alignments that put them<br />

at odds with the other players (and worse yet, at odds with whatever<br />

adventure the Game Master was planning on running). How many times<br />

have you rolled up an ass-kicking Assassin only <strong>to</strong> find out that the<br />

adventure is about saving the world from Demons, or made an awesome<br />

Paladin that is trying <strong>to</strong> save the poor in a game where everyone is just<br />

trying <strong>to</strong> get rich.<br />

Now, what role-playing games have always needed were “in game” goals*.<br />

Not just adventure objectives, but honest <strong>to</strong> goodness lofty ideals (or at least<br />

nefarious plots) that characters can work <strong>to</strong>wards - <strong>to</strong>gether. So, we’re<br />

going <strong>to</strong> assume that you are playing this game with a few people and that<br />

<strong>to</strong>gether, you form a PARTY. If you need some help putting <strong>to</strong>gether a<br />

back-s<strong>to</strong>ry, you could use this handy little “fill in form” <strong>to</strong> get things started.<br />

Once you have formed or joined an Adventuring Party, you should use your<br />

back-s<strong>to</strong>ry <strong>to</strong> guide your group decision in WHAT YOU WANT. Complete<br />

rules for PARTY GOALS are listed in the next section.<br />

*Not that amassing hordes of money and trollhides isn’t a noble pursuit. But<br />

you know where that leads.<br />

Party Planning – Setting Goals, Reaping Rewards<br />

In traditional pen-and-paper role-playing games, game masters pour their<br />

heart and souls in<strong>to</strong> forging campaigns from raw imagination. In the end, all<br />

game masters have their hearts ripped out, and their souls shredded,<br />

because players are always going <strong>to</strong> ruin your painstakingly thought out<br />

campaigns – usually on a whim, ohh look at the shiny pebbles!<br />

The Magic of Party Alignment will help this problem in <strong>Warhamster</strong>. At the<br />

start of a new campaign, you can offer your new party a menu of goals.<br />

Each of these goals comes with a cost in McGuffins. (WHAT”S A<br />

McGuffin..wouldn’t you like <strong>to</strong> know!) If the players have a goal, and it’s not<br />

listed here, use these goals as a guide <strong>to</strong> set the cost in McGuffins.<br />

During any TOWN Phase, a player can spend a STORY <strong>to</strong> “ACHIEVE <strong>THE</strong>IR<br />

GOAL” and collect the reward.<br />

Quick Party Back-s<strong>to</strong>ry Genera<strong>to</strong>r<br />

You and your (synonym for brave) companions have<br />

gathered at the (a color) (chess piece)‘s (body part) (a place<br />

<strong>to</strong> buy beer). At a table in the shadows of the (place <strong>to</strong> buy<br />

beer), your party gathers <strong>to</strong> discuss your next quest.<br />

Motivated by (virtue or sin), you have formed a(n)<br />

(synonym for awesome) (another word for group or association)<br />

in hopes of amassing (the direct object of sin/virtue), glory<br />

and power!

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