Let me start by saying this hack is very specific to the needs of my group and doesn’t really take into consideration what others may prefer; it is more of a framework than a true and complete hack.
I started a campaign with first-time tabletop gamers (all high school seniors); none had played anything other than videogame RPG’s, yet all were very excited to try ‘D&D’.
We started with 3.5 D&D, and they thoroughly enjoyed many aspects of the game: camaraderie, role-play (a few drawn heavily into story and character- yay!), putting villains to the sword, and the like. However, they did not like the abundance of rules. Specifically, they felt overwhelmed by the action conventions (standard, move, move-equivalent, full, etc.), nor did they like that they could not simply add narrative description for the sake of theatre and/or story (frustration here derived mostly from them wanting to do something cinematic and me replying with, “That requires feat X or skill Y”, etc.).
These only served to exacerbate what I considered the primary detraction from the game: given our availability of play time-- we meet only once a week (at best) and only for 2-3 hours (at most)-- we were accomplishing almost nothing in our sessions (maybe one RP encounter/story element and one combat encounter). This impeded story progression, stymieing it so much that it became nearly irrelevant (an unacceptable outcome, imo).
So… I hacked some rules from MG and played a session. They freaking loved it!!!
Anyhoo, the specifics of that are for another thread. On to the hack…
Most of what I used I bastardized (or just took, such as racial Natures) from Rafe and Saint&Sinner’s Realm Guardhack (for two reasons: the hack is awesome and expediency). Otherwise, here’s what we did:
They were not interested in starting over, so I converted their existing characters. This meant that I didn’t need to completely flush out recruitment, so I only did what was necessary. For Rank, I used the following that converted Guard Rank into Classes.
Guard Rank | Class | Will | Health |
---|---|---|---|
Tenderpaw | Fighter | 2 | 6 |
Guardmouse | Rogue | 3 | 5 |
Patrol Guard | Bard | 4 | 4 |
Patrol Leader | Cleric | 5 | 4 |
Guard Captain | Wizard | 6 | 3 |
As a disclaimer, my players’ characters fit into these archetypes pretty easily: a sorcerer, a rogue, a barbarian, a paladin, and a cleric.
For where the PCs were born, I used race (from which Nature is derived- see Realm Guard link above. Also, these were the races being played, so these are all I converted):
Human
S: Laborer, Haggler
T: Choose any 1 trait from ‘a quality you were born with’ portion of recruitment
Dwarf
S: Armorer, Smith
T: Tough, Hard Worker
Elf
S: Nature Lore, Forest-wise
T: Alert, Nimble
Halfling
S: Cook, Haggler
T: Short, Extrovert
Half-orc
S: Laborer, Forager (which became a separate skill when removed as part of Nature)
T: Outcast, Tall
Finally, I had to incorporate Magic, so here’s what I came up with:
Magic is a skill that can be selected using Guard (Adventuring) Experience ranks (from the recruitment section) for Bard, Cleric, and Wizard. A character with the Magic skill can spend a Fate point to substitute a Magic skill test in place of any other skill for a given test (assuming, of course, appropriate narrative description). Also, a character may use Magic to help with any test (again, assuming appropriate narrative description. Helping does not require expenditure of Fate, that’s only for testing).
Magic skill also works a bit like Nature in a few ways: a failed Magic test taxes Magic by the margin of failure and a Magic ranking of 1 or 7 is detrimental.
A Magic of 1 means that a character has overdrawn his connection to the magical weave and can no longer use Fate to substitute Magic for another test until the rank becomes 2 (which can be recovered like Nature: after delivering a prologue, returning from absence, or reducing maximum Magic rating). Until then, the character takes a trait like Jaded or Bitter (magic has failed the character). A Magic rank of 7 means the character is saturated with magic and cannot stem the flow of the energy from the weave; this is much more detrimental than a ranking of 1. With a rank of 7, the character becomes almost supernatural or an outsider and is shunned by almost everyone (the rest of the party included). If a character ends a session with a Magic rank of 7, the character must retire until at least the next spring.
Though my characters are not yet interested in item creation, I’m certain they will be. I want to be prepared for/allow them to do this, so I’ll need something for that eventually…
That’s it, in a nutshell.
My players absolutely love it. They were drawn into their characters and the story, and they latched on to the RP queues (BIG’s). The spell casters felt freed by the way we used Magic (as opposed to being restrained by standard 3.5 casting), and the other players never felt like their abilities were (or would be) made obsolete by the Magic skill. Likewise, they though the tradeoff between using Magic and not advancing a given skill was a fair balance, as was the use of spending fate to cast a spell (this idea stemmed from MrKrasotkin’s concerns regarding Fate surplus).
Finally, we were able to complete a mission (storyline) within our time constraints (while explaining/learning a new rules set!). They are hooked and can’t wait to play again.
Let me know what you think!
Bad*