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Mcguffins and quests<br />

and contacts, oh my!<br />

While most Adventurers like <strong>to</strong> think of themselves as “heroes”, being an<br />

Adventurer is lot more like business than chivalry. Adventurers are in the<br />

business of going on adventurers so that they can acquire heaps of gold,<br />

dance on the bones of trolls, and generally have some legitimate excuse for<br />

walking around <strong>to</strong>wn bristling with magic wands and singing swords. During<br />

a TOWN phase, the party needs <strong>to</strong> acquire QUESTS <strong>to</strong> go on (which may<br />

remind you of how role-playing is handled on a lot of electronic computing<br />

machine virtual worlds, that we will not mention).<br />

There are 2 primary ways of gaining QUESTS – finding a posted Quest, or<br />

getting a Quest from a Contact. Posted Quests are created by the dM prior<br />

<strong>to</strong> play and represent general work for Adventurers and their ilk. Contacts<br />

are player-generated quests that work just like posted quests but help the<br />

Party move their own personal s<strong>to</strong>ry along.<br />

An Adventurer can only ever have 1 QUEST at a time. Once they pick up a<br />

quest (from a contact or a post) they are stuck with it, until the Party selects<br />

their quest for an adventure.<br />

Once the party has gathered in the bar (or tavern, or malt-shop, or wherever<br />

it is that you gather), you all need <strong>to</strong> agree on (or more accurately, argue<br />

about and then settle for) which QUEST you want <strong>to</strong> tackle next from your<br />

parties available quests.<br />

POSTED QUESTS<br />

Adventurers can find posted Quests at <strong>THE</strong> BAR, <strong>THE</strong> GUILD, and<br />

occasionally at a SHOP or TEMPLE. Each of these places has a Tack Board*<br />

where people can post QUESTS that they need <strong>to</strong> have completed.<br />

Adventurers can read the Title (all Adventures have Titles) and the brief<br />

description of the Adventure, and see what the reward for completing that<br />

Adventure is.<br />

A dM needs <strong>to</strong> have a few posted Quests ready for play when the Party<br />

starts – since you never know what they are going <strong>to</strong> select.<br />

At this point, we need <strong>to</strong> digress and rant for a paragraph or two. As lifelong<br />

Game Masters, if there is one truth that we have discovered is that the<br />

best laid adventures of mice and men are always thwarted by the desires of<br />

the party. Far <strong>to</strong>o many Game Masters have poured their hearts and souls<br />

in<strong>to</strong> carefully mapping, charting, and stating impressive dungeons and<br />

treasure rooms – only <strong>to</strong> have the party decide (usually at the last minute)<br />

that they “really don’t feel like tracking the Ogre King back <strong>to</strong> his Lair, why<br />

don’t we ride out <strong>to</strong> that cool sounding mountain range that the Game<br />

Master doesn’t even have drawn on his hex map…” Way <strong>to</strong>o many times,<br />

have we seen a GM brought low by these chaotic whims and wild goose<br />

chases. We promise that’s never going <strong>to</strong> happen <strong>to</strong> you in <strong>Warhamster</strong>.<br />

*Not an ATTACK BOARD, which is a 5 th <strong>Level</strong> Cork Elemental bristling with<br />

multi-colored quills and powerful dry-erase spells.<br />

CONTACT QUESTS<br />

When an Adventurer is in TOWN, they can spend their STORY <strong>to</strong> “find a<br />

contact”. When they do this, they have <strong>to</strong> name the contact and select what<br />

kind of McGuffin that contact rewards. Contact’s usually have a simple and<br />

easy <strong>to</strong> remember name (like Barney the Bartender or Quisilnoph the<br />

Question Maker or Firstname The Profession*). A contact can be anyone (or<br />

sometime anything), and except for giving Quests will offer no other<br />

assistance <strong>to</strong> the character (we did call them contacts, not buddies).<br />

Once an Adventurer has established a Contact, they can visit that Contact<br />

again <strong>to</strong> get additional quests. Usually, these quests will have at least a<br />

semblance of continuity – though it isn’t required.<br />

Quests obtained from Contacts are created by the player making the contact.<br />

You do this, by using the <strong>Warhamster</strong> Murderous Adventure Design Library<br />

(usually shortened <strong>to</strong> <strong>Warhamster</strong> M.A.D.LIBrary for space reasons***). As<br />

a player, you get <strong>to</strong> answer a few short questions about the setting and<br />

purpose of the QUEST, and then the dM gets <strong>to</strong> fill it with monsters, traps,<br />

and you get the picture!<br />

* Strangely <strong>to</strong> the Milnor Gnomelings of Aurora, Firstname the Profession is<br />

the name of a legendary Gnomish warrior-chieftain who was the wielder of<br />

the mighty Goggles of Obviousness, and the legendary Hammer of Generic<br />

Doom**.<br />

** Generic was the capital city of the ancient Gnomish Milor Empire.<br />

*** And in no way infringing on the copyright or trademarks owned by the<br />

<strong>to</strong>tally awesome Penguin Group.

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