Getting ‘Passionate’ about d100

This post on building a d100 campaign game for a fantasy renaissance setting is about passions. Passions are traits that define a character in a way that links them mechanically to what the game is about (I am thinking of questions 4 and 5 on the Power 19 list). As well as covering how passions are handled in Runequest in Glorantha (RQG) and in Mythras, I will look at some adjacent rule concepts from several other roleplaying game systems, and then try to draw some conclusions as to what is the best fit for my campaign concept.

Call of Cthulhu does not use passions, but a key connection in your player character (PC) background can aid in restoring lost Sanity points. Passions are not a mechanic in Basic Roleplaying either.

Passions in Runequest in Glorantha

Each character starts with three passions at 60%, plus or minus any life path modifications (the quick start version is add up to three more passions at 60%, increase one passion by 20% and another by 10%). Passions are capped at 100% during PC creation. The passions are determined by starting homeland. Common passions include:

  • Devotion (Deity)
  • Fear (type or individual)
  • Hate (group or individual)
  • Honour
  • Loyalty (temple, leader, or group such as clan, city, or tribe)
  • Love (individual or group

In play, invoking a passion is an instantaneous action. A passion (and runes and skills) can be used to augment another relevant ability (at GM’s discretion). Only one inspiration check may be attempted per ability, and a passion can only be used once per game session to augment. A check is made:

  • Critical Success: add +50% to the ability being used
  • Special Success: add +30% to the ability being used
  • Success: add +20% to the ability being used
  • Failure: -20% to the ability being used
  • Fumble: -50% to the ability being used. This can also reduce passion score by 1d10% and induce a state of helpless despair for up to three days.

If invoked for a battle scene, the augmentation lasts the entire fight.

The GM can also ask for a player to check a passion before proceeding with an action, for example a character with Fear (Dragons) would have to fail a Passion Fear (Dragons) check before taking part in a dragon hunt. If a Passion is ranked at 80%+, the GM can ask for mandatory checks, to represent how staunchly held the belief or connection is to the character. For example, if you hate someone and encounter them, you may need to check in order to not immediately attack them, regardless of consequences. Not acting in accord with our passions can see your passions drop – the examples in the rules are for people with passions of 80+%, dropping down to some level below 80% if they “refuse the call” (exactly how far is a GM call, but I would hesitate to drop it below the starting level of 60%, perhaps you could say “80 minus a 1d20 roll”). Some spells buff (by 20%) or create passions (at 60%), and spells of logic prevent you from making passion checks while they are active.

Characters in RQG are more likely to belong to a community, than to be lawless murder hobos. Loyalty passions to communities and leaders can be used to gain support in adventures, but a failure on the check could have consequences for the community or your patron. The Honour passion has a long list of taboos, which if violated will cost you honour. There is no discretion here – honour has a universal shared interpretation in the setting. For example, killing an unarmed foe reduces honour by 5%, oath breaking by 25%, and kin slaying by 50%. I will have some thoughts below on what an honour code rooted in a renaissance setting might look like, compared to the Bronze Age inspired RQG setting.

Passions, including honour, are increased from experience in the same way as skills, rolling d100 over the current passion level to improve it by 1d6%.

Reputation reflects fame, notoriety, and renown – including both your deeds and those of your ancestors. Reputation reflects how likely an NPC has heard of a PC before meeting them. Reputation can also be used to impress people as an augmentation for social skills. Reputation has a much lower starting score than a passion, 5% plus bonuses from life path. Looking at the example characters in RQG, a starting reputation could be anywhere from 0% to 20%. Overall I find the reputation system a good reflection of the boasting that is present in Bronze Age epics.

Reputation gains are handled differently in RQG from passions. Reputation can be gained from battles, and other actions that draw attention – eg marriages, mighty oaths, heroic quests, owning magic items, or becoming a rune master. It cannot be increased through experience. Negative as well as positive deeds can increase it. Reputation grants are normally at the GM’s discretion (success on a Battle skill check is an exception). Reputation is also geographical, you get a bonus of +25% with your clan, and up to -75% if you are far away from home. I am not seeing any method for reputation being reduced. I suspect you need to decide at the table whether a PC is more well known for their infamous deeds than their heroic deeds.

Picture from RQG

Passions in Mythras

Passions are an optional but recommended rule in Mythras. Unlike RQG, Mythras is a toolkit system for building your own setting (or running a published setting), and not a rule system fully integrated into one setting. Passions represent loyalties and allegiances, strongly held beliefs or ideals, and emotions towards someone or something. There are four human cultures (Barbarian, Civilised, Nomadic, and Primitive) and each has its own set of passions. For example, the Barbarian culture has the following cultural passions:

  • Loyalty to Clan Chieftain
  • Love (friend, sibling, or romantic lover)
  • Hate (creature, rival, or clan).

Passions are part of the PCs connection to community, along with family, contacts, and background events. The starting value of a passion is 30% plus some combination of POW+CHA, or POW+INT, or POWx2 depending on the type of passion. So a starting value of 52-54% for a character with average stats. Most starting characters will have three passions (you might acquire one as a background event).

In play passions have the following uses:

  • Augmenting another skill by one fifth of its value
  • A way to identify how strongly the character feels about an issue
  • To oppose other passions
  • To measure depth of commitment to a cause
  • To resist psychological manipulation or magical domination, passion may be substituted for Willpower.

Opposed rolls with passions are usually Passion versus Passion, Passion versus Insight, or Passion versus Influence.

Passions can be improved as skills, or increased or decreased by the GM. They can be established at any point in time, and new passions cost 0 XP to create.. When the GM mandates a change in a psassion, it can be weak +/- 1d10, moderate +/- 1d10+5, or strong +/- 1d10+10. Some spells and spirits influence passions. A nice touch is that the chance of a Resurrect spell working on someone is influenced by passion, including the possibility of resisting a return to life!

In the GM advice section, passions get attention around:

  • being a reason for the party to be together
  • as an augmentation in combat
  • advice on using passions to drive behaviour in the campaign.

Reflecting on Using Passions in a Campaign

My Tarantium campaign used Mythras style passions with mixed outcomes. Its been a few years, but I think for most of the players, they largely only invoked one passion as a signature for their character. As the GM I got a little frustrated with the “Mother May I?” game of fishing for bonuses. I prefer the greater weight attached to passions in RQG, where the decision to seek inspiration from passion to augment a skill must be weighed against the risks of failure and despair. The one use for inspiration per session limit also encourages a player to consider the full range of their passions, not just their favourite or highest scoring passion.

My other disconnect with Mythras is that use of the passions did not link to the XP system. Where RQG allows a tick to check for improvement whenever a skill is used, Mythras by default uses a fixed XP per session system. This gives the players freedom to spend XP as they see fit. With a suggested 2-4 XP per session or adventure, players have to choose between improving skills (1 XP per roll), boosting ability scores (variable cost, but can be more than 10 XP), opening new skills (cost 3 XP), learning spells (3 or 5 XP), and improving passions (1 XP per roll). My players found it difficult to justify investing in improving passions over learning spells, and they always wanted to improve combat style, magic, willpower, endurance, and evade skills first – and that is 5 XP you need out of your 4 XP allotment from a generous GM.

The Mythras rules were first published as Runequest 6 in 2012, while RQG was published in 2018. While the two books are from different companies, I can’t help but think that experience with Mythras over the intervening years informed the development of passions in RQG. Both sets of rules are worth reading for their advice, but in RQG they are a more integrated mechanic than in Mythras. The other point of comparison here is that Mythras defaults to three passions at the start of the campaign, while RQG has six passions per character. That makes sense considering invoking RQG passions for augmenting checks are one use per session, while Mythras passions are always available.

Additional thoughts for me going forward:

  • If a passion is not catching fire at the table – ask the players if it is still relevant to their character.
  • In session zero, make sure the characters have some internal conflict in their passions, so that it can drive some interesting choices for them in play about who their character really is.
  • In session zero, the group should have a discussion about conflicting passions between PCs and where they might go as the campaign evolves – I don’t need one PC stabbing another PC because “It’s what my character would do!”
  • Make sure that the fluid shifting nature of passions is present in representing change in characters.

Alternatives to Passions

I am going to look at some different takes on passions, from five other game systems, and how I could adapt those ideas into a d100 game:

  • Swords of the Serpentine: This GUMSHOE game asks players to jot down some adjectives and drives to describe their character. For the drives, SOTS asks you to answer the question from the 1982 Conan movie “What three things are best in life?” Drives can be invoked in play for a small bonus (a +1 on a d6 die roll, ignoring a penalty for a round), and can be changed at any time. Simple, focused, and flexible. A reminder to try and make my own rules and setting fluff as short and direct as possible.
Swords of the Serpentine
  • Burning Wheel: Of the games listed here, BW is the one I have the least experience with. Some characters have specific emotional abilities, such as Faith, Grief, Greed, and Hatred (for human, elf, dwarf, and orc heritages respectively). Each character must also choose specific beliefs – the three top priorities of fundamental ethical or moral importance for their character. Beliefs are meant to be challenged, betrayed, and broken in play. Artha (fate points) are earned by playing in accordance with your beliefs. Relationships are more usually handled by the Circle mechanic. BW is a tightly bound system, the instinct mechanic is perhaps its most modular feature (choose a condition and a reaction, using always, never, when, or if/then statements). I will come back to the Duel of Wits mechanic when I post about social actions.
  • FATE: Aspects in FATE are a fractal mechanic – just about everything in the game can be described in Aspects. They link directly into the Fate Points that are the metacurrency used to fuel player actions in the game. I especially like the advice for creating aspects: “The best aspects are double-edged, say more than one thing, and keep the phrasing simple.” (emphasis in the original). For PCs, FATE asks you to come up with both a high concept and trouble aspects. PCs are expected to be exceptional and interesting. The high concept is a phrase that sums up what your character is about—who they are and what they do. For example, your high concept could be Knight of the Round Table. Trouble aspects represent personal struggles and problematic relationships. Personal struggles are about your darker side or impulses that are hard to control. Perhaps the Knight is a Poor Loser at Tournaments. Problematic relationships are about people or organizations that make your life hard, so the knight could have Lover of the Fae Queen. Maybe I could have use of Passions as a recharge mechanic for luck points?
  • 13th Age: Two mechanics are of interest to me from this game. First is the One Unique Thing that each player can specify for their character – explicit permission to make your character as awesome as you want. The main restriction is that its not there to provide combat utility, so it should impact more on social and exploration activities. I would also add that your unique should not close off options to the other players (ie don’t choose “Last elf in the world” if another player also wants to play an elf). Second are the Icons, 13 major factions in the setting, each personified by a distinctive leader (eg the Priestess, the Crusader, the Warlord). Characters can take up to three icon relationships, which can be positive, hostile, or ambiguous. For the GM, player icon choice is a clear signal as to the type of game the players want to experience, and Icons with no PC relationships can fade out of view.
  • Pendragon: possibly the first game to feature passions, as strong emotions that can be invoked for inspiration. The initial passions for knights are set to Loyalty (Lord), Love (Family), Hospitality, Honor, and sometimes a Hatred. As in RQG, there is a risk to invoking passions, a failure could impose conditions of shock, melancholy, or madness. I also like the Glory mechanic, a mix of reputation and experience. In a game that spans decades and generations, 10% of your final Glory score for a PC is inherited by their heir. A typical year of heroic adventures might net you 300 Glory, and you need 32,000 Glory to be considered a legendary knight! At 1,000+ Glory a Knight gets a bonus point every Winter phase to improve their various abilities. Traits and Passions ranked at 16+ can gain you bonus Glory. Maybe I could have Reputation as bonus skill points for replacement characters mid-campaign, allowing a bit of a catch up with more experienced PCs.
Pendragon

My Design Choices

I will probably use the RQG passion mechanics as the base for my campaign. What does this mean in the context of a fantasy renaissance setting, where my players have indicated a desire for ambiguous factions and mission driven play?

The important thing is that the Setting fits the Characters and the Characters fit in the Setting.

Troy Costisick, ‘What are the ‘Power 19′ ? pt 2’, 26 January 2006.

So the passions need to both fit the context of the setting, and be appealing to the players to choose for their characters. So what passions make sense for a renaissance setting, for ambiguous factions, and mission driven play?

First, ambiguous factions suggests against using default clean cut loyalties to clans or other social organisations. This could be a game of artists, where the primary social passions are the relationships with a circle of capricious patrons who all happen to be dragons that have decided art and architecture are more important than gold. The 13th Age Icons framing might work – everyone must take one positive passion, one ambiguous passion, and one hostile passion. A local focus could revolve around factions within a single city, or between rival city states. I do not want big damn empires to be a focus of the game, so the plucky rebel and evil overlord factions will not be appearing in this campaign. Otherwise the factions should be shades of grey, not black and white morality, or even use something like the five points of the Magic the Gathering alignments.

Second, mission driven play. Well “do the job, get paid” is an easy procedural loop. Ambiguous factions suggests the PCs are not permanent employees of one faction. I think its going to be on the player (or the group as a whole) to identify why it is that their characters are adventurers. What gets them out of the warm cozy tavern and into a crumbling sepulcher as the full moon starts to rise? Otherwise I am going to assign them “Adventurers who like adventuring” Passion at 60% and get Patrons to offer them dangerous jobs at low wages until the party finds their motivation. So if the campaign poses the question “What happens when all the Gods in the setting die?” then the PCs need a passion that makes them at least a little bit curious about that question. If the campaign is about love, then maybe the PCs all need an unrequited love passion, a platonic crush, or a messy three way love triangle.

Third, the renaissance. Well. This is pretty big, as it draws on a continent or two and several centuries of history on Earth. I will start with the bits of the renaissance that the campaign will not be focusing on:

  • the centralised, monarchical gunpowder empires outside of Europe (like the Ottomans or the Mughals)
  • the religious violence of the Thirty Years War or English Civil War
  • slavery
  • piracy
  • discovery, conquest, and genocide in the ‘new world’
  • church corruption and inquisitorial torture
  • witches as diabolists who have sold their souls to the devil, and are therefore Evil with a capital E.

For the areas that I think could be good for the campaign, I will present a list of what I think are the six strongest choices to the players. This list is evolving as I think about the game, and I will add setting specific colour to these generic themes, but for now its:

  1. Honour. Explore the tensions between honour as public social virtue, and honour as private self-esteem and moral rectitude. Are you driven more by guilt, shame, or fear?
  2. Rebirth. The search for ancient lore, and bringing this lost wisdom into the light of day. It is not a search for CoC grimoires that send their readers insane. What kind of secrets are you looking to discover?
  3. Ethics. Changing values in a society where divine word and holy scripture are no longer a source of authority. Do you still follow the doctrines of the fallen theocracies, or do new concepts of justice attract your interest?
  4. Change. The long medieval stasis is over and the world is changing quickly. Do you embrace or reject those changes? Are you trying to restore something that has been lost?
  5. Fate. Is the world one of destiny or free will? Do you believe the world is trapped in an eternal cycle, or is the nature of the world linear and perfectible?
  6. Reconciliation. How does the world cope with the fall of two great theocratic empires, which were previously locked in a prophecy of eternal conflict? Do you think peace and forgiveness are possible, or will the future see only war and hatred?

With an RQG spread of six passions, a possible starter set of passions for a PC could include three faction related passions, honour/reputation, a passion that links to an important philosophical concept in the setting, and the drive that makes them an adventurer. A PC could substitute one or two of the faction passions for other passions if the player prefers that.

My players have asked for a “high XP” game so that they can see “real change” in their characters. I am thinking about using a mix of the RQG XP check for skill use, plus a small number of free XP to be spent as the players wish. Using passions could be what generates the free XP (but I would not combine this with passion use also being what generates luck points as in FATE or Burning Wheel).

I think the next post in this series will be on the topic of luck.

13th Age Icons – Old Solar System

This week I have been reading some Leigh Brackett planetary romance novels and thinking about the Old Solar System, the one writers imagined before the early space probes confirmed there was no life on Mars of Venus. There are some games out there that use this milieu of canals and crumbling ruins on Mars, and lush jungles teeming with dinosaurs on Venus, such as Rocket Age or Cavaliers of Mars, as well as some modern works of fiction, such as S. M. Stirling’s In the Court of the Crimson Kings.

The inspiration I had for a game, was to drop Atlantis into the Old Solar System mix. Let us just start by saying the universe and the laws of physics were different before the fall of Atlantis, and thus handwave away the boring bits of modern science. Then we drop the players and their characters into this world at the height of Atlantean power, as its empire stretches across the known worlds of the Solar System in an era of glory and shadows. We can add the “missing world” between Mars and Jupiter that people thought might have once been the source of the asteroid belt, a Vulcan between Mercury and the Sun, and perhaps a Nemesis counter-Earth on the opposite side of the Sun from Earth. Jupiter can have a solid surface, an area equal to one hundred Earths to swallow the armies of Atlantis in endless steppes and insectoid mound cities. The unknown worlds beyond Saturn can be a frontier of dark enigma and alien menace.

Now we all know how this story ends – Atlantis in its hubris angers the Gods and is destroyed in a deluge – so the standard D&D5E campaign of heroic defence of the status quo is not a good fit for the spine of the campaign. After all, the status quo is an imperial power that exploits its military might to colonise and exploit the other worlds. So it is easy for Atlantis to be presented in ambiguous our even villainous terms, and for the player characters to be a band of exiles, rebels, and outlaws. At any rate, part of the creative tension for the campaign is the how, when, and why Atlantis eventually falls.

As I often do at the start of planning a potential campaign, I use the Icons framework from the 13th Age roleplaying game to help think about the major personalities, factions, and organisations for the campaign. At the start of the campaign the players define their relationship with the icons, whether positive/allied, negative/adversarial, or complicated/ambiguous. Icons that are not of interest to the players then fade into the background unless needed as a B plot filler. So here is a first draft of icons for the Atlantean Solar System, mixing some ideas from Ancient Greece and planetary romance tales.

The High King

The High King is the ruler of Atlantis, his legitimacy derived from divine descent in an unbroken line of Kings back to the founding of Atlantis. As the embodiment of monarchy he is the ultimate source of order, law, and justice, and high priest to the traditional Gods of Atlantis. The current High King married a daughter of the morning star, a love match contrary to the advice of the oracles. All of the High King’s children are daughters, so he has no male heir to succeed him as High King. The High Queen is believed by many to have been cursed by the Gods, but the High King will not divorce her. In desperation, the proud High King has begun a search for immortality. Meanwhile, plots and conspiracies begin to form around potential marriage alliances with his daughters.

The Council

Nine noble houses share blood ties to the High King, and by ancient law must be consulted by the High King before new laws can be passed, or any of their number executed for treason. The Council is the embodiment of aristocracy, born to rule, with wealth based on land ownership, with no room for merchants or commoners in their ranks. While the long debates of the Council encompass diverse opinions, conservative views and traditional virtues dominate. As the High King grows weaker, unity in the Council fades, as each arrogant House plots to gain control of the succession to the throne of Atlantis.

The Helmsman

The leader of the Fallen Star, a crashed space ship from outside the solar system. He has become a key advisor to the High King, as the lore the Helmsman and his Nepharian crew have shared has increased the technology and sorcery of Atlantis to new heights. To the envy of many, the original Nepharian crew are immortal, though their children born in Atlantis are not. Powerful people are also jealous of the influence that the Helmsman has over the High King. The Nepharians seek to repair their ship, so they can escape the doom that pursues them from across the stars.

The Vril Guild

The wealthiest merchants of the Atlantean Empire, are the Vril Guild, which has a monopoly on mining Vril from the planet Aschanda, which lies between Shalbatana (Mars) and Neberu (Jupiter). Vril is they key power source for the wonders of Atlantis, its cruel war machines, and every new feat of invention and engineering that the merchant princes can devise. Unlike most of the factions in Atlantis, the guild is open to women. The wealth from this monopoly funds every imaginable luxury and decadence, as well as the ability to influence policy through corruption. Despised by the Council and the Myrmidons, the guild knows gold can also buy a path to the throne.

The Myrmidons

The generals of Atlantis all share views that justify the expansion of the Atlantean empire. While a few see it as the duty of Atlantis to uplift other peoples and bring them the wonders of Atlantis, most Myrmidons see the endless wars as opportunities for glory, loot, and slaves. While excellent soldiers, the Myrmidons tend to be conservative and superstitious, as only the wrath of the Gods can defeat the armies and fleets of Atlantis. The foremost Myrmidon is the governor of the Atlantean possessions on Neberu. As the empire expands and bleeds on the frontiers, demands for conscripts from Atlantis, slave-soldiers from the prison plant of Vulcan, and levies from its tributary states keep growing.

The Tyrant

The most brilliant, charismatic, and treacherous leader from Atlantis now languishes in exile on distant Kayamanu (Saturn). Loved in many quarters for unexpected victories against great odds, they are also hated for their philandering, corruption, and dueling victories against many nobles. The Tyrant indulges in smuggling drugs from the twilight shrouded fungal forests of Kayamanu, designing new superweapons, and annoying distant rivals with multi-layered conspiracies, while awaiting the inevitable recall from exile to deal with some future crisis that threatens Atlantis.

The Orator

The most brilliant, charismatic, and ambitious leader in Atlantis is a rabble rousing hero of the people, and the best admiral in its fleets. Exploiting the decline in the High King’s authority and the divisions in the Council, the Orator offers a vision of a better Atlantis, one where all male citizens can vote for their rulers and their laws, and share equally in the wealth of the empire. Unpopular in the highest circles of Atlantis, but fearing riots if he were to be assassinated, the Orator has been “promoted” to the office of governor of Shalbatana in the hope that the Warlord or the Red Queen will prove his undoing.

The Priest-King

The leader of the ancient Saurian civilisation on Ninsi’anna (Venus), which once had colonies and outposts throughout the Solar System, before abandoning them and withdrawing home in some long forgotten crisis. A tributary state of Atlantis, the Saurian pyramid cities have many wonders and legacies form their Age of Glory. The Priest-King balances sharing some of this lore with Atlantis, against the desires of his people to keep their traditional way of life intact. The Priest-King is also the foremost alchemist of this age, with many elixirs and potions derived from the fecund flora and fauna of the tall forests of dawn star world.

The Amazon Queen

A leader of a hidden city, where women rule. The Amazons once defeated and invaded Atlantis in an ancient war, earning rights of free travel throughout the Solar System. Individual amazon warriors sometimes fight for Atlantis, and sometimes against Atlantis. The Myrmidons would love to find and plunder the secret fortress city of the Amazons, which they believe lies concealed somewhere on the Tellurian Moon. The Amazon Queen has an unmatched reputation for courage, wisdom, and virtue. Like the High King, she also claims divine descent from the Gods. Of late the Queen’s brow is furrowed by dire portents from her oracle.

The Warlord

The leader of the nomad tribes of Shalbatana, the Warlord is the most honourable foe of Atlantis. Pledged to fight until the Atlantean oppressors are removed from the red soil and canal cities of Shalbatna, the Warlord is a dangerous and wily leader of seasonal raiders, professional bandits, and all the dispossessed refugees who have sought refuge from the harsh laws of Atlantis in the untamed dryland deserts. The Warlord faithfully follows the ancient traditions and customs, even when it poses a risk to his cause. His base is usually a wilderness camp or cave system, changing with every passing season.

The Red Witch

The last free Queen of the city states of Shalbatana, the Red Witch is the most implacable foe of Atlantis, seeking vengeance for a family slaughtered by the Myrmidons. The Red Witch uses terror, black magic, torture, assassins, and revolutionaries alike in pursuit of her feud. Some of her followers will occasionally act as mercenaries for other factions, but the Red Witch is unrelenting in her opposition to the works and men of Atlantis. Among the canal people, she is both feared and loved, in the dryland wastes she is considered without honour, but in Atlantis she is feared and hated. Great would be the reward for the hero who can humble her in chains before the High King.

The Storm Wolf

Leader of the pirate clans of the Great Red Storm of Neberu, the Storm Wolf is a fearless, reckless thief. From the safety of storm hidden bases, unassailable to the Atlantean fleets, he raids convoys and cities alike, with swift attacks and rapid retreats. His followers have links to smuggling networks, and other bands of criminals throughout the solar system. The Star Wolf can offer sanctuary to the enemies of Atlantis, for a price, which includes access to the myriad debaucheries of his free city. The Storm Wolf is also infamous for freeing slaves found aboard the ships he plunders, and recruiting them to join his clan.

The Dreamer

In ancient days, the Titans were overthrown by the Gods, and imprisoned in deep and dark places. In recent years one of the imprisoned Titans has begun calling out to people in their dreams. These dreams convey secrets and ways of accessing powers never meant for mortal minds and hands. A hundred cults have secretly bloomed in Atlantis, and elsewhere in the Solar System. Some cultists are content with a few crumbs of power and pleasure, others have become zealots who search for the hidden prison of the Titans.

Hubris

The unifying theme for all the icons is hubris. Nearly all of the icons display elements of excessive pride, self-confidence, arrogance, conceit, vanity and similar traits. They all believe that they are right in the views of what should happen, and that compromise is a fatal weakness. Thus are the seeds for tragedy sown.

13th Age Mechanics in Runequest

This is post is some thoughts I have been having about applying some of the concepts and mechanics from the 13th Age game system published Pelgrane Press to the Runequest 6 rules from Design Mechanism.  13th Age is a d20 system with mechanics to promote interesting storytelling, while Runequest is the classic d100 system that has realistic grit and crunch (Rolemaster may have more specifically gory criticals and Harnmaster may have the most realistic medieval combat system, but Runequest is my preferred system to design worlds with).

I first heard about 13th Age when I saw the promotion for the 13th Age in Glorantha kickstarter. I was intrigued, and after reading some favourable blog reviews decided it looked worth backing. Having now read the 13th Age rules, I wish I could have included a lot of these big ideas when I was designing my current campaign world (Tarantium: musketeers from flying cities versus agents of evil empires and cults of ancient horror).

One Unique Thing

Every player character has one unique thing about them that separates them from every other individual in the campaign’s universe. This defines both the character and the universe by exclusion. The intent is that it provides a special flavor to the campaign and can assist the GM in determining how your character can interact with characters and story in the campaign. Your character’s unique should not provide general practical value in combat. That is not the intent. The intent is to open up story arcs and fun roleplaying opportunities.

I love the way this empowers the players when they are creating their characters.  I like to say yes when my players have cool character concepts. When I had a go with picking a unique for a character in a one-off D&D 5E game I took the first thing to pop into my head “Raised by ghosts”.  There is a lot of scope for character concepts that are well developed at the start of play (e.g. “I’m the Emperor’s bastard daughter”) and leaving things open to be developed in play (e.g. “I have a mysterious birthmark”).

Not providing an advantage in combat should help with game balance.

In a Runequest game I would allow the unique to override campaign restrictions (e.g. no one in Tarantium has skill with animistic magic), allow people to choose weird and exotic backgrounds, or to play various sentient races that are not usually open to players.  The core of Runequest is the Skill system, so I would also consider any requests for a player to spend Skill points on Skills that would not usually be open to a starting character (e.g. I’m a thief with training in a school of sorcery).

Icons and Relationships

The 13th Age Archmage Engine supports the concept of icons. An icon is a powerful NPC (non-playable character) that has a strong influence on the world outside of your campaign, yet may indeed aid or oppose your character over the course of your campaign, depending on the relationship your character has with the icon. Icons have their own story, alignment, and personality. The general knowledge and history about them may vary in depth and accuracy; they may be well-known or mysterious. They have their own relationships with other icons, too, which may be friendly, tolerable, or acrimonious. Your character may have relationships with certain icons. This relationship, if it exists, can be positive, conflicted, or negative.

The descriptions for icons are usually for very powerful individuals, or a small number of closely aligned and powerful entities.  Most write ups have 13 icons, although I was reminded of the Major Arcana from a Tarot deck a lot when reading . I think icons are useful when world building, as they force you to focus your design on your best ideas (and you should be able to come up with 13 strong ideas for icons). A problem I have in running campaigns, is that while some original ideas fade into the background, the number of NPCs and factions tends to proliferate at a rapid pace, and the campaign can end up a little unwieldy as a result.

Icon relationships can be handled with the Runequest Passion skills. Just to differentiate them, I would call them Icon Passions, and any other passions would be Private Passions.  Roll as per normal at the start of each episode in the campaign, with a critical success giving an unambiguous advantage, and an ordinary success an advantage with some complications. I think I would encourage the party as a whole to have at least one common icon relationship, as this gives them a reason to be together as a group.  I would be tempted to rebuild the character sheet, so that the unique is right in the middle-top of the front page of the character sheet, and then immediately adjacent to the unique description are the character’s icon relationship/passions, and their private passions. Then you can figure out where to put the characteristics and skills. I would then place all of the combat related stuff on a completely separate character sheet.

Pelgrane have a short blog on creating new icons. This puts emphasis four things about icons:

  • Connections: all icons are social by nature (Dragon under a mountain is not an icon, Dragon overlord of a city state surrounded by zombies is an icon)
  • Goals: all icons want something, and pursue it by any means available
  • Geography: most icons have a centre of power somewhere, and this may reflect the campaign scale (a game based in a single city state will be very different from a game involving 1,000 star systems)
  • Falvour: does it help make the game interesting?

Magic item quirks

Every magic item in is alive, in a sense, and possesses a personality you have to interact with when you start using the item, establishing and maintaining a rapport with it. What that rapport means varies from item to item and is usually controlled by the GM. Some items talk with their user. Others communicate in bursts of emotion or slight motion. Each item has a personality that is largely defined by its quirk. What you can count on as a default is that nearly all magic items want to be used and used well.

A feature of roleplaying campaigns, is that players tend to always accumulate more stuff. So much stuff that when you cast Detect Magic at them, they glow like a Christmas tree. The quirk system essentially says, if you rely too much on magic items, then you sacrifice some control over your character.

This is also relatively easy to work into Runequest using the Passion system. So your magic bonus can be directly linked to the level of Passion you have for that magic item (i.e. if you have adopted your Magic Sword’s Passion for “Kill all sorcerers” at 60% then you can augment your Combat Style Sword by +12%, but at the tail end of the fight you need to make a Willpower check not to start attacking the party’s own sorcerers). I have noticed that most of the players in my campaign have sunk a lot of skill points into having a good Willpower skill. So I think that rather than doing a straight Willpower versus Passion check in conflicting situations, you can make the Willpower check Easy for people with just one magic item, and then increase the difficulty grade by one for each additional magic item carried. If playing at a high campaign tier (100% skills, Mastery and Infinity rules, then increasing the number of magic items allowed before the difficulty grade is increased makes sense).

Escalation die

The escalation die represents a bonus to attacks as the fight goes on. At the start of the second round, the GM sets the escalation die at 1. Each PC gains a bonus to attack rolls equal to the current value on the escalation die. Each round, the escalation die advances by +1, to a maximum of +6. Monsters and NPCs do not add the escalation die bonus to their attacks. If the GM judges that the characters are avoiding conflict rather than bringing the fight to the bad guys, the escalation die doesn’t advance. If combat virtually ceases, the escalation die resets to 0.

The escalation die is an explicit cinematic bonus for the PCs as a fight progresses, unlike the karmic death spiral of attrition to Hit Points and expenditure of luck points as a Runequest fight plays out.  It might be something to try, but its not going to fit every Runequest campaign.  A lot of other feats and special abilities in 13th Age are also tied into the escalation die reaching a certain level.  So you could rework various Runequest Gifts and special powers to tie in with the Escalation die, but it would be a lot of work.

A +1 in a d20 game is equal to +5% in a d100 game. Tracking 5% modifiers is a bit fiddly, but an eventual bonus of 30% is huge in Runequest, as not only will characters hit more often, but those attacks are more likely to overcome the target’s defences.

Stuff that does not translate so well

A lot of the combat abstraction for armour and weapons, levels and hitpoints, simply won’t go into a Runequest system without changing it into something unrecogniseable. Some of the various feats, race and class abilities can be retweaked into the Gift system (which Runequest is more sparing with in allowing characters access to, as they usually come with a concomitant geas, passion or other roleplaying limit).  The minimum damage rule, where any miss results in damage to the enemy equal to character level, makes a lot of sense in a D&D style mountain of hit points boss fight, but not so much in Runequest where both PCs and NPCs are likely to have very similar hit point totals.