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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!