Dragon's Breath #6

The Dragon’s Breath #6

12 March 2003

Four-Colour Fantasy

By Claudio Pozas

It should come as no surprise that I’m quite into comic books. Disney comics were my main reading material when my age was still in the single digits. After that I graduated into superhero comics, initially the Brazilian editions (which were half-sized) and later the original thing. Alongside comics, my interest in RPGs also grew with age, to the point where it’s my living now. So it’s no wonder comics influenced my fantasy artwork heavily.

Yet what else can your fantasy game get from comics?

Glad you asked. :)

Comics can be a wonderful source of inspiration for many aspects of fantasy (and the reverse is most certainly true). So I’ll try to cover one of the most basic approaches here: the party structure. Too many times have PCs met over ale in a tavern and heard some rumour about hidden treasures deep underground and for no apparent reason decided such a rumour is worthy enough for them to risk their lives together. Well, let’s see what comics can contribute here.

 

Approach One: The School (The X-Men Approach)

The PCs, albeit of varied inclinations, share one master. Whether they are wizards, paladins, barbarians, or monks, they are under the tutelage of a single individual and live in a training compound of sorts, with archery ranges, stables, classrooms, and the like. The teacher sends the PCs on missions that he or she knows will hone necessary skills. This approach works best with 1st-level PCs and novice players. Under the guise of the teacher, the GM can explain several aspects of the game that experienced players take for granted, such as a skeleton’s resistance to slashing weapons or the type of attacks a bard can countersong. As the game progresses, the PCs may strike out on their own or take a whole new generation of heroes under their wings, serving as junior teachers within their chosen specialty.

Avoid:

• Making the teacher a wheelchair-bound, bald psion.

• Having every PC wear an "X" somewhere on his or her clothing.

• Having a short, hairy barbarian call anyone "bub."

 

Approach Two: The Sidekicks (The Teen Titans Approach)

The PCs are squires, acolytes, or apprentices of renowned adventures. They are the next ones in line. Their masters’ reputation follows them and comparisons are bound to appear. Yet while the great heroes help save kingdoms, the PCs are approached by the stable-boy whose sister is missing or the old innkeeper with a haunted bedroom. Some PCs want to live up to their predecessors, while others want to step out of their teachers’ shadows. This approach works best with low-level parties, but can be fun for both novice and experienced players.

Avoid:

• Requiring intra-party romance.

• Enforcing teen angst.

• Having the rogue PC run around in green shorts.

 

Approach Three: The Heroes of the Realm (The Justice League Approach)

Unlike other groups, these PCs come together later in their careers. They are not inexperienced; they are not insecure. They are the last and only line of defense against threats that regular parties can’t face. They are called upon by kings, high-priests, archmages, and demigods. They are the epitome of their classes, and their names are known in the darkest depths of Hell and the highest clouds of Heaven. The PCs are kept together by the sheer responsibility their power brings. This approach works best with high-level parties, perhaps even epic-level ones. Novice players may be overwhelmed by the variety of powers and skills characters of this level can possess.

Avoid:

• Having the leader be a paladin with an "S"-shaped dragon emblazoned on his armor.

• Having the rogue with a Cloak of the Bat.

• Having the PCs based on a tower on the moon or an orbiting castle.

 

Approach Four: The Family (The Fantastic Four Approach)

The PCs are an extended family. Perhaps some are married, or one of the PCs is the son of another. Some may be old friends who eventually become "uncles" of this clan. The elders may even start out a couple of levels ahead of the rest. For a 1st-level party, this means the elders start at 3rd level. At first, the difference may seem great, but remember that the elders only have a 3,000 XP head start. By the time they reach 4th level (at 6,000 XP), the rest of the group will already be at 3rd level, and eventually the levels will be the same. This situation is especially true if the elders are from XP-consuming classes such as clerics or wizards. This approach can fit parties of any level, and it’s a great way of mixing novice and experienced players.

Avoid:

• Turning a PC into an earth elemental.

• Turning another PC into a fire elemental

• Having the PCs’ greatest enemy be encased in full plate armor and

claiming to be a doctor.

 

Approach Five: The Outsiders (The Outsiders Approach, duh!)

The PCs are unwanted. They are shunned from their previous lives by anger, shame, or some enemy. Whatever the reason, they have only each other to turn to. Perhaps the paladin PC accidentally caused the death of her master or the sorcerer PC is wanted for witchcraft. Whatever the reason, the PCs now have no home. Forced to roam the land, the PCs cannot establish keeps, towers, and laboratories. Even settling for long enough to scribe a scroll might risk discovery from those who pursue them. Their lives are an endless race to clear their name or to become powerful enough that they can finally stop running and make their stand. This approach works for parties of any level and is a great way of showcasing the entire campaign setting, with each adventure being set just a bit further down the road.

Avoid:

• Having the pursuers appear in every adventure.

• Having the pursuers disappear for too long.

• Having the campaign get cancelled after just a couple of months.

So next time you start a campaign, try and avoid the tavern. Perhaps your PC group can meet for the first time at a comic book shop near you.

 

Next Week: In The Dragon’s Breath #7, Scott Holden-Jones, an editor with FDP and a developer of the EverQuest RPG, begins a three-part article on how to use a character’s stats in 3E D&D to create, well, character. Check out Scott’s suggestions for how to move your PC beyond being defined by his or her kewl feat chain in "Playing the Numbers I."

 

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