THE CHARACTER SHEET: A Framework For Your Players

 


The above picture is of the character sheet I created for my BX Castle Xyntillan game. The images are from Nate Treme's awesome Highland Paranormal Society Patreon.

Because the players for my Castle Xyntillan game have come from 5e, I really wanted to make sure I had a character sheet that would, in part, convey the focus of BX (and old-school) play in my eyes and have all the numbers they would need to assess risk or perform actions.

LEFT: Character Description
Pretty standard. The usual lines for name, level, class, race, etc were left as one big blank box because I agree with the idea of leaving as much white space as I can for doodling. Likewise instead of trying to somehow anticipate all the background information that too is a big white box.

Background: Now the one thing I did change was adding a 2-in-6 roll for "use of background".  The Advanced Genre Rules of OSE provides a table of possible character backgrounds similar to those found in the 1e DMG. Players seem to like to have descriptors of their lives before adventuring, so the die roll helps define what they can do with it. Not high because if they were successful, then they wouldn't be adventures.

So between class, background (2-in-6), WIS, and INT, a player has a good assessment of what a character knows and to what extent they know it.

RIGHT: Equipment & Burden
Slot-based equipment tracking is my preferred method. And at the top of the sheet, I've tried to include broad categories of how many slots weapons, armor, treasure, and equipment take up. I think equipment, its standard, and imaginative use, are core to the old-school experience. Equipment defines us in the modern-day and I am very sure even more so in "ye olden days". As mentioned, equipment assists in imaginative play because it gives a player additional tools to resolve encounters.

A big problem handing out a party Bag of Holding, a common practice of 5e, is that individual players lose track of the variety and number of tools they have. The only things left in front of them on their character sheet are weapons, magic, and character abilities. With 5e, these are often all 80% combat-focused. So combat is 90% the answer. But if you realize you have a 50' rope, marbles, a bell, and rations? Well, an alarm, distraction, or ladder could be created. All very interesting.

But I did not place it in the center because it would be too much blank space. However equipment, and here "BURDEN", needs to be thought of first before combat. So it has a far more prominent place. I switched equipment and encumbrance to "BURDEN" because I wanted the character to be weighed down by the literal and metaphorical. Both treasures and sins are heavy. And because we have a slot-based system its easy to make those equal.

The hands at the top are to give the player a couple of "free slots" but also to reinforce a basic and important choice about what you are carrying in your hands. Light is important, but so could a weapon or shield. Kinda prevents that "juggling" were players have 2-4 items almost floating around them.

Finally, for new players understanding that equipment is important and what is needed can be daunting so here is a "fast pack" determined by Gygax to be the basic equipment a player needs:
 
"Gax" Pack (9 slots total)

CENTER: Exploration, Save Throws, Health, and Combat
In the end, this section is what I want players' eye to wander to the most and to consider the most. And I want players to also consider each "module" in that order. As a player in BX D&D:
  1. Exploration is performed at a certain rate hindered by your armor and BURDEN
  2. Exploration Actions can uncover important features: traps, secrets, and enemies
  3. Save Throws are often a result of exploration actions and "Death" is put at a high position
  4. Heath is affected by Exploration, Exploration Actions, and Save Throws
  5. Combat can occur, but it should not be the first thing considered in an encounter
So, exploration is front and center for the players. They see that armor and BURDEN affect that and its an important choice: heavy armor (4/6 slots) is more protective but cuts hard on speed and how much you can carry. This also (hopefully) encourages hireling use. Hirelings can spread the weight of equipment, treasure, and be extra hands in a fight.

Exploration Actions are an attempt to unite all the various "sensory rolls" in BX: force doors, hear, and find things.  I hope it immediately prompts players to investigate the space specifically, beyond "I roll preception/INT". Again, I hope that actions also make players think about how they can improve their chances. Space was also left for additional exploration actions or extra sensory perceptions.

Save throws are a classic in D&D and players, especially new ones, to old-school play need to be made aware of their prominence in the game. Saves personify risk and truly occupy a game space between exploration and combat. They are free-form like the former but often result in damage or death like the latter.

Health is at risk with all of the above and even before a player gets into a combat situation, their health might have been modified by a poison needle, pit trap, or magic ward. Why crowns? I don't really know. I wanted some variation of the flaming heart, but this weirdly works. I did want hit dice to be a more prominent number because I use it for grappling: PC HD roll vs. Opponent HD roll; modified by STR/DEX; highest wins.

SUMMARY: In short, I want players to focus on what their characters are doing in-game; that cause and effect and less how all of their character parts work like a Swiss watch. So I tried to create a character sheet that helps that by focusing on in-game actions.

SHRINES: Clerical power on a budget

Mea Culpa | Blasphemous Wiki | Fandom
Mea Culpa Shrine from Blasphemous

In response to my Twitter post on Castle Xyntillan, The Byzantine chimed in to comment and through the magic power of the internet, I was lead to their very nice post on shrines. This is used in their Xyntillan campaign and I think I will add it as well.
  • Beautific Sun (Rakehell setting)
  • Brass Sun (Rakehell setting)
  • Selenite Host (Rakehell setting)
  • Wheel of Fortune

The basic idea is that a person or party makes a sacrifice (5/10/15 gp) at a shrine and the party (or at least all the believers of that deity) gain a first level spell (and more) (in D&D terms; in GLOG terms its 1 spell die). Now the only person who can cast that spell is someone who worships the deity, but they can bestow it to anyone in the party. Should the party want more than one, well they will have to split along religious lines.

Or you could organize your deities along oppositional lines and you can only blessings from several shrines as long as none of the deities are not in opposition to each other.

But this shrine idea got me to revisit the concept of slot-based encumbrance as "BURDEN" which could also measure the weight of sin. So what about piety? The most slots of BURDEN you devote to a god, the more rewards you receive from them.

You could carry multiple gods around, resulting in a wider range of spells, but all lower levels. Or you could become a devotee to one god and gain deeper more powerful access to spells.

Maybe druids would be those who devote slots to a particular element and gain spells and powers based on a shared keyword like "fire" or "water".

BEGINNING SPELLBOOKS: Get Wizard's Going Quick

I think second to picking equipment, spell selection is the second thing that slows character creation down. So I looked through the level 1 spells and created themed spellbooks. I tried not to repeat any of the spells so each book is unique. The addition of the level 2 spell is to incentivize getting there.

Interestingly, while Readings on Astral Combat contain the most combat-oriented magic and therefore the most powerful, I think the other three books actually solve problems that might stimy level 1 BX PCs or lead to the greatest reward from an early dungeon.

Its might also be interesting to write a dungeon using obstacles implied by level 1 spells.

PSYCHOLOGICAL WEIGHT IN SLOT-BASED ENCUMBRANCE: The burden of magic & sin

WHAT IS BURDEN?
Ultra Violet Grasslands (now ENnie nominated!) by Luka Rejac is a wonderful book that distracts you so much with beautiful evokative art that you might miss some of the awesome rules tucked away in there. One of my favorites is below: SPELLS ARE INVENTORY TOO

Image

A character in UVG can carry about 10 significant items. So spells can take up slots just like any other item, tool, or weapon. Spells carry a psychic weight which encumbers the character. And this makes sense in my experience. One can be so occupied with a problem that it literally weighs you down. But riffing on that, why stop at magic? 

Magic items could also take up extra encumbrance due to the psychological weight of carrying them despite their size- like Frodo and the Ring at the end of LotR. Elric's Stormbringer might be another. A good candidate might be the Deck of Many Things- just a deck of cards, but the weight of its potential fate-changing power is great.

More mundane items could do the same thing. For instance, if your PC is carrying the decapitated head of a ruler. A head might take up 1 slot, but the psychological weight could make it greater. Extending this further, what about sins or breaking of oaths? 

Every time the PC sins or goes against some aspect of their background, oath, or pledge- they have slots taken up. It's an additional tangible way the player can understand and experience their choice without resorting to taking negatives on to-hit and skill rolls.

This I think is quite interesting.

EDIT: Also would be good for "obligations" the PCs might pick up. Non-trivial things they know they should do but aren't getting around to doing. This might be particularly useful in a hex crawl.

EDIT2: Could also be used for curses like lycanthropy or ghoulification. Each aspect of the curse would be listed as its own set of 1-3 slots. Again representing the burden of the knowlege the PC carries about thier inner desires.

SO HOW DO YOU GET RID OF BURDEN?
Well, if you can't get rid of it you can make it smaller via compartmentalization. Options include:
  • Complete your obligation (removal)
  • Seek holy intervention to pardon your guilt (removal)
  • Undertake a quest (removal)
  • Wear an object or talisman or keepsake (compress from X slots to 1 slot) but NPCs know your sin
  • Give in to the desire or curse (compresses from X slots to 1 slot) but DM controls your actions
SUMMARY- I think I really like this idea. It is a way to add player choice in how PCs manifest and deal with psychological guilt/curses/desires/transgressions/sin etc. It promotes its exploration without putting it at the center of the game. And it has a real meaningful (but not intrusive) game impact.

TREASURE: GP = XP; but value come in a lot of forms



Cyril Van Der Haegen is the artist
of one of the best 5e images

GENERAL NOTES

This is some of my musing about how I like to do XP in my BX games. Two other great ways: This article by Ben L. of Through Ultan's Door fame. And the below tweet.

Who the "crown, local lord, and guild" might be will change according to the lands the PCs are in. What follows is human-centric, but one can (and should) imagine a Fey lord will want something completely different as would a Death Knight or Ghoul Guilds.

Players might raise objections to a lot of the below and want a better arrangement. That's absolutely fine and expected. Remember (1) In accordance with GP = XP, they will receive XP for "gross" treasure recovered (pre-tax); (2) only the value they receive in GP is taxed; (3) If they want a better deal they should argue using the in-game fiction.

WHAT IS VALUABLE?


Flora & Fauna
Biles from animals
Nectars from plants
Salts from minerals

Material
Art/Iconography
Books
Rare Raw Goods

Gems & Jewelry
Gems- raw, imperfect, perfect, cut; type associated with a metaphysical/mythic property
Jewelry- magical individual pieces or sets that project power/honor an event
Candleholders, cups, silverware, china- denotes status



WHO WANTS IT?

Professional organizations will want raw materials to manufacture various goods. Biles, Nectars, Salts, Cloth, Gems, and Rare Raw Goods.

Religious organizations will want artifacts lost to the church, the locations, and or bodies of important figures. They will also want to capture the same items of religions antithetical to their beliefs for destruction. Art, Books, Cloth, Statues, Icons, Emblems, and Weapons.

Nobelity will value display above all and want to track the latest trends. Art, Jewelry, "Perfect" Gems, Luxury Objects, and Weapons.

Illicit or Secret Organizations will want items of power that align with their agenda: Books, Weapons, Artifacts, and Magic Items.

WHO CONTROLS WEALTH EXCHANGE?

Crown- will take 30% at the door

Local Lord- will take 20% at the door

Guilds- will take 25% of any sale within the confines; 10% from members (membership esoteric)


HOW TO SUBVERT CONTROL OF  EXCHANGE?

Develop standings and status among those who want items and control wealth exchange 

Thieves guild- will smuggle and help you avoid all the above for 25%

Fences will sell goods quickly, quietly, and/or maximum value (pick two). Not quickly means PCs will have to wait (one complete adventure maybe); not quietly means PCs will draw attention from Illicit or Secret Organizations; not max value means PCs will get less gold.

WHAT CAN BE DONE WITH IT?

Fighters: Building a castle and raising troops takes gold, but before that it requires status, and for that, you must look the part and been seen as nobility.

Thief: The guild will require payment, but status in the guild will require increasingly more daring heists and increasingly rare items.

Clerics: Tithes and shrines must be built. Also, holy symbols made from various material symbolically connect to the gods will increase spell casting and the chance of miracles.

Wizards: Spell components can increase casting power, duration, and prevent spell slot loss. The component must have a symbolic, mythological, or alchemical connection to the spell being use. Each component takes up 1 slot of encumbrance as it has to be preserved and easy to reach.

Elves: Similar to Fighters and Wizards, but value magic items above all else.

Dwarves: Much the same as Fighters, but value relics and symbols like Clerics. Gems prized, pearls hated.

Halflings: Like Guilds, value rare and raw goods. Value books, fine cloth, luxury goods, but gifts given above else as a symbol of experience and community.

WHAT ARE SOME EXAMPLES?

The wizard, Mayfly, is trying to work out how to bypass a lake horror that guards the bridge to Black Keep. Mayfly decides to create two potions of Flesh to Stone but add bile from a cockatrice and salt from the ground marble of a medusa-made statue

EFFECT: Since Flesh to Stone gives a save throw, the DM rules the inclusion of the bile and salt causes that save to be made at a -4. 

The thief, Fetch, wishes to receive divine protection against misfortune on her next sojourn to the Black Keep. Fetch prays at the temple of the Crow, god of the Wheel of Fortune & thieves & Kenku, and offers a jade ring and a ruby ring (both stolen). Jade is associate with the lost Serpent empire and ruby is associated with the heart.

EFFECT: The DM gives a positive sign to the thief (murder of crows swirls around them) and (secretly) gives them +4 to their next save (heart) vs. Poison (Serpent empire) roll from any source.

The fighter, Redd, has decided to entreat the local lord for the land around the Black Keep. After all no one is using it, what with all the death. They decide that because the lord is known for his strict adherence to protocol and formality, they will spend gold to: commission a new shield, clothing, and buy a quality horse & tack. Redd also brings a gift for the lord's high consort & seer: a book of astrology from the Black Keep.

EFFECT: Reaction roll is low: Because the fighter carries themselves in a manner befitting of a knight, the lord denies the land but agrees to confer a title on the fighter. However, they are approached later by the high consort, because of the gift, who has some information about the Black Keep.

The cleric, Fish, is concerned about the demons hold the throne room of The Black Keep. Fish decides to sanctify two bells in order to ring them when demons are speaking-- potentially breaking spells of corruption, lies, and charm. One pure silver bell is made from the silver rosary worn by the head Abbess (but Fish has to go on a quest in repayment) and the other two-handed great bell is made from the wood of a pulpit Fish saved from destruction.

EFFECT: Both bells are made of materials that reinforced the theme of Fish's diety. The DM rules the small one maybe be rung to remove a spell cast by a low-level demon. The larger, because its made from a pulpit, must be rung continuously but also the player of Fish must make sermons every round (CON check) to counteract a spell.


LAIR OF THE LAMB: At least 1/3rd of all PCs Escaped


A visual summary of the party's experience in Arnold K's Lair of the Lamb.
The players started with 9 PCs and ended with 3, plus the NPC, Akena, who they picked up in their escape from the clutches of the Lamb. One of my players did take some pretty extensive notes during the session and I'll have to get those on the blog at some point.

As a party, the players were very focused on getting out and generally did not spend too much time trying to find the various secrets. However, I was overjoyed when one of the players finally decided to eat the little green mushrooms they came across and received a vision from the god Shendormu.

The classes in italics above represent what each player picked once they leveled up from a 0-level to 1.

The Lair of the Lamb, I think, is a new classic in old-school gaming. It is based on a universal fear, being hunted in the dark by a monster, yet in the context of a highly interactable swords & sorcery setting which yields strong, strange rewards for player's who take a risk! The module demonstrates through play, how much players can do and have fun with 1d6 HP, a knife, a background, and a goal: escape. The dungeon revitalized.

In addition to a great module, Arnold as written fantastic DM advice, notes, and justification for choices in the module. This provides new DMs and those new to old-school play a solid foundation to understand the goals of the scene and how to ensure a good time. But he doesn't stop there, he has a section of advice for the players as well. Then to top it all off, the factions and setting a described juuust enough a DM can easily spin another 2-3 sessions out as the players move into the location were the dungeon is housed. Perfect. And as much as I love Tomb of the Serpent Kings, I think Lair of the Lamb pulls ahead. But play both- they are free and far better than 90% of what's out there.