Sunday, May 26, 2019

The Philosophy of the Enchanted Realms (Part 1)

No, this is not a post about the lore of the intellectual life of the Enchanted Realms (ER) setting. Instead, it is a discussion of the philosophy behind the rules. In particular, there are two features about ER that distinguishes it from most other LARPs:

  • Other than class abilities, there is no skill system
  • There is no in-game economy
These factors are causing some debate, but I am extremely reluctant to add them to the rules. I have a very good reason - both of these violate my fundamental design philosophy (two in particular) when I set out to write ER. To quote the rules, these two principles are:
  • Adventure-Focused – we are primarily inspired by old school fantasy stories, where epic adventures are the norm.
  • Simplicity – we hate it when complicated rules interfere with a good adventure. Therefore, we will try to keep the rules simple and easy to remember.
Let me discuss how each of the items in contention violate the 2 fundamental principles, starting with skills.

Skill Systems
One of the suggestions for ER was to create a skills system to complement the class abilities. Players would earn points that they would use to buy skills such as crafting.

My first issue with skills, especially crafting skills, is the added complexity. If someone buys a skill, then the rules need to provide some advantage or benefit for buying that skill. Let's take blacksmithing as an example. If someone has this skill, how would it benefit them? Fighters already have a repair skill, so blacksmithing isn't needed to fix stuff. Would you allow smiths to create items in-game? If you do, what about those without that skill? Do they have to "purchase" their kit from smith? Right now, players can enter the game with whatever weapons they have, aside from class restrictions. Are you saying I can't use that sword unless I buy it in-game? Where do I get the money? If you go this route, you now have to introduce some tracking mechanism to indicate what I own in-game. I hope you see where I am going with this; craft skills just open a Pandora's box!

My other issue is that non-adventuring skills draw attention away from the adventure-focus of ER. I want players going out on quests, not sitting around crafting stuff. Adventures are exciting; crafting is boring. Think about the great adventure stories, movies, and games. The thrilling stuff is in overcoming challenges, whether combat or puzzles. Crafting not so much (aside from MacGyver and a few other exceptions). When I wrote the ER rules, I was heavily influenced by the old school D&D sessions of my youth. Back then, there were no skills. You were just a fighter, thief, cleric, magic-user, etc. That's it. Our characters did not craft stuff; they just went out and bashed the bad guys. And we had a blast! That's the experience ER tries to replicate. In my opinion, adding a skills system will detract from that.

One argument in favor of skills is that they provide a more immersive experience. I guess the idea is that adventurers would also have other skills to fall back on. I disagree with this concept. Most adventurers live short, hard lives and meet violent ends. If you were especially skilled at a craft, you would most likely stay at home, focus on that craft, and not risk life and limb. Adventuring is for the desperate; those who don't really have any other marketable skills. In general, adventurers risk their lives because they have nothing else. It may not seem that way from modern RPGs, but that's because players are pampered today. Try an old school RPG and see that an adventurer's life is cheap. Now, I am not advocating wholesale slaughter of player characters. I don't mind giving characters a little more survivability. That's their talent, after all. What I am saying is that those player characters probably shouldn't have non-adventuring skills! If you want more atmosphere, the Quest Master can add in NPC crafters!

Of course, there may be some general skills that would work within the ER philosophy. I already introduced one - First Aid. All adventurers are assumed to be able to treat and bind minor wounds; in game this allows recovery of 1 life point. First Aid is limited to once per adventure, so it won't replace a priest. Yet it does add a little more survivability to characters. This skill does not violate my principles. It does not really add complexity - essentially it is a non-priestly heal. And it benefits the adventure-focus of the game. It helps player characters accomplish their quests. If ER were to add skills, First Aid is a good example. I would consider a limited list of skills related to adventuring.

That's my 2 coppers on skills. Next I'll talk about money.

Saturday, May 18, 2019

Against the Undead

Part 2 of the Adventure of Vykaard's Crypt

While Friend and Artemis the Deerple investigated the strange urn, the remainder of the party remained in the hallway. From the darkness beyond came the shuffling of footsteps and low moans. They grew closer until our heroes could see the forms of zombies advancing. With Ferrum in the lead, the party engaged, striking expertly and carving the walking corpses into mincemeat. When the threat was neutralized, our heroes decided to regroup and continue. Alas, the mysteries of the locked urn remained undiscovered.

In the next room, our heroes were overwhelmed by a putrid stench. Their eyes watered and they gagged uncontrollably. Suddenly, two ghouls attacked.


"Back to the corridor!" Ferrum urged.

The party retreated, with the ghouls in hot pursuit. Once in the corridor, however, the stench no longer overwhelmed the group. They were able to form a shield wall with Ferrum and Khelled in front. The ghouls struck madly but could not get past the front rank's defenses. Gabe turned one of the ghouls while Friend and Artemis poured missiles into the other. Soon it was down as well; the party could advance.

They wandered down a long corridor until they came to a solid stone doorway. Try as they might, there was no way to gain access.

Suddenly behind them appeared a female figure in a long black gown.

"Ah, another party of heroes wishes to meet its doom in the depths of the crypt!" She laughed and then continued, "would you like to know how to get past the door?"

Warily the party assented.

"If you can guess my riddle, I shall tell you. However, should you answer incorrectly then you shall suffer . . . punishment. Do you agree to my terms?"

Again they agreed.

"Very well. This is my riddle -
Who makes it has no need of it.
Who buys it has no use for it.
Who uses it can neither see nor feel it.
What is it?"
Without hesitation Gabe answered "a coffin."

The lady in black shrieked in anger, and then disappeared. Then the door ground slowly open.

The party was faced with a pitch black corridor.

What will they face next? Find out in the thrilling conclusion!

Sunday, May 5, 2019

Into the Crypt

Part 1 of the Adventure of Vykaard's Crypt

After Gabe and Khelled returned to the Tipsy Tankard, they were joined by three more adventurers - another priest named Ferrum Chase, a Deerple* rogue Artemis, and a mage simply named Friend.

* Deerple are half human and half deer beings. They live on an archipelago, which they simply call Home, that is part of the Shrouded Isles. The humans generally call the archipelago Cervidae.

Shortly thereafter, another figure walked in. He was dressed in simple garb, with a blue tabard over it. Nowhere did he display any indication of his position of authority, but he strode in with an air of command. The party did not realize it at the time, but this was Brother Rufus, Viceroy of the Shrouded Isles.

The viceroy called for volunteers to search the crypt of the long-dead dwarven lord Vykaard, which lay just out of town. For strange tales had surfaced. Travelers have reported strange noises emanating from the crypt. There have even been reported sightings of the dead walking out of the tomb! Clearly these reports warranted investigation.


Our heroes gladly accepted the adventure. They marched to the crypt. Outside, carved into a fire-scarred tree, they found the following inscription:

We descended into the blackest depths of that tomb & none of us returned the same...we became the one with the darkness that dwells there. This fire marks our last footprint before our descent."

The party members looked at each other warily. Then Ferrum took up a torch and boldly entered the crypt.

The entryway was a long hallway of stone blocks. In alcoves along the walls, skeletal remains, with weapons in their bony hands, were propped up. These were long-dead members of Vykaard's bodyguard, continuing their eternal vigil over their commander. As the party passed, the skeletons came to life and attacked. Immediately, Artemis loosed an arrow, but it passed harmlessly through the skeleton's ribs. Likewise, Friend's magic missile proved fruitless. The party realized that they had to hack and slash at the bones. Within minutes, however, the skeletons lay in piles at our heroes' feet.

Artemis then took the point, warily checking for traps as she went. The party soon came to a sizable room where several corpses in various states of decay were scattered. Gabe reached down to check one. Its eyes opened and it struck the priest. The remaining corpses also animated and attacked. There was a sharp skirmish but the party emerged victorious. In the room they found a burial urn. When Artemis opened it a cloud of poisonous gas erupted. Artemis tried to back away, but she inhaled some of the gas, leaving her worse for wear. Fortunately, the urn contained some potions (including healing potions).

Our heroes left the room and traveled further into the crypt. In an alcove, they spotted another urn. However Artemis noticed that the floor in the alcove appeared suspicious. She shot an arrow at the floor; when it hit a spurt of flame erupted, consuming the arrow. She then shot an arrow over the flame - nothing. The party knew they could leap across the trap. First Friend went, but he found the urn lid locked. Artemis came next but she had trouble opening the lock.

As her companions waited on the other side, the sound of scuffling footprints echoed from the hallway beyond.

What diabolical encounter approached our heroes? Find out in Part 2!

Wednesday, May 1, 2019

An Enchanted Adventure Begins

It was a beautiful day on the isle of Chrysalis when the boat hove to at the port of Autumnshearth. Two adventurers disembarked - the priest Gabriel (Gabe) Godsend and Khelled Zaram the sturdy dwarven fighter. They made their way up the main street of the town until they came to the Tipsy Tankard tavern.


Here, they decided to slake their thirst and find out what was going on in town.

It was not long before adventure found them. As they sat at the bar, sipping (or guzzling in the dwarf's case) their ale, in walked a sage. He announced to the patrons that he had a quest and would handsomely reward the bold adventurer who completed it. Immediately, the entire bar rushed forward to volunteer.

Then the sage explained that he was basilisk eggs. As quickly as they rushed forward, the patrons made their way back to their tables. All except Gabe and Khelled that is.

Not long after, Gabe, Khelled, and a mercenary that they met on the way advanced into a secluded glen. Scattered throughout were scores of basilisk eggs! However, they soon spotted one of the parents - a very enraged basilisk. Its glance temporarily petrified the mercenary. The other two rushed into battle, careful not to meet the basilisk's eyes. They both took dire wounds but managed to slay the beast. Gabe then healed the party and prayed over the mercenary, reversing his petrification.

Suddenly, another basilisk emerged! This time, the adventurers averted their eyes as they fought. The beast lashed out with its vicious claws and razor-sharp teeth! It was a long, hard battle.

Alas, as this was going on, a stealthy witch entered the glen. With the basilisk distracted, she managed to gather up most of the eggs and escape. Soon afterwards, the adventurers struck a killing blow. But when they sought their prize, the eggs, they only found a few scattered about. Perplexed, they returned to the Tipsy Tankard, only to see the witch receiving the prize from the sage!

OOC Notes
  • This is a fictionalization of the mini-quest we did at our first event for Enchanted Realms. It was supposed to be a race to see who got the most, but the team worked together. Elizabeth did sneak in as the battle raged and scooped up most of the eggs. She generously donated the prize - a healing potion - to Gabe
  • Note that I embellished the story a bit for narrative purposes. For example, Gabe cannot cure petrification. Instead, I made the state temporary in the game but explained it as a divine cure in the story.
  • Roles
    • The Basilisk - me
    • Gabe - Rowan Bishop, 
    • Khelled - Alex (Rage) 
    • The mercenary - Robb (Xhorja) He was supposed to be another basilisk but I needed another quester so I pressed him into service