The Witcher Pen & Paper RPG
Page 47
ture, and even when it seems like a duel it’s a off as much as they want, but the threat will keep going.
managed duel for fun.
keep finding them until they finish their
mission.
Invisible Walls
One of the main problems that new GMs Better Treasure: For some players, the siren
run into is the peril of invisible wal s. Many song of treasure is enough. Find some way
times when a new GM starts a game, they to get it across to your players that if they
aren’t completely used to their campaign, continue on the path there will be a hell of a
their party, or controlling a game. When lot more for them to gain. For some players
players get a little out of hand or don’t follow the treasure may not be gold.
the path they have set out, a nervous GM
may put up invisible wal s.
Tie It to Lifepath: If your players ran Life-
These are not logical obstacles or paths for their characters, use them. Maybe
arguments to dissuade the players from do- one of your players has an enemy from long
ing something or going somewhere, they are ago that the player forgot about. Tie that
just blocks: no matter what the players try, into the plot. Did somebody have a lover they can never do the thing they wanted to who went missing a few years ago? Guess
do or go on the path they want to follow. The where they are now! Any murdered family
GM keeps throwing more and more hasty or deadly diseases? Finishing the mission
blocks in front of them to trap them on the might resolve that problem!
right path. If this continues, the players will
quickly start fighting back or just get listless. Little Hints: Interestingly enough, down-Some players may get so upset by it they just playing a mystery may get your players more
quit, or worse, get mad at you personal y.
interested. Put your players in a situation
The best way to avoid invisible wal s with a lot of big things and drop in one tiny
is to remember that as the GM you control clue to your mystery. Nothing huge: may-
every aspect of the game except your play- be an open door in a room or a loose floor
ers. You can’t control them, and shouldn’t. If panel. But make a point of mentioning it. In they want to go somewhere or do something many cases your players will go straight to
213
it. Hey, you wouldn’t mention it if it wasn’t In gaming there is a concept called plot
important—obviously the other things are armor: a special, secret form of protection just distractions!
that shows up when someone is about to die
but you need to have them live. It can block
Make it Personal: When all else fails, make power attacks and even (in some cases) re-it personal. If you’re running a real y hard- vive dead enemies. Plot armor is not tangi-
core game, get your players back on track ble and it’s not on a character sheet.
the Witcher way! Take something they love
It simply comes down to this:
from them. You don’t necessarily have to de- “Gwen shot the corrupt Baron Blastingot in
stroy it, but make it clear that they have to the heart with and arrow and it should kill
pursue the mission to get it back. This works him. But I need Baron Blastingot to show up especial y well when your players are trying later in the plot, to unwittingly perform the
to settle down and start a happy life with a blood ceremony and summon the wraiths
loving significant other and a few children.
of Ard Skellig. I’ll have him get shot but I’ll
put a mage in his retinue who can heal him
Your “Special Snowflake” from this seemingly mortal wound.”
& Plot Armor
You can also, and in many cases
I should start by saying it’s perfectly okay to should, give plot armor to players. Maybe
have a character in your own game. Many, Lord Blastingot’s mercenary body guard
many GMs do it. Usual y their character is rol s REALLY well to stab Gwen. He should
an NPC who is the constant companion to kill her but you don’t want her to die yet, so
the players. This character can be special to you fudge some numbers so she just loses an
you. You can love them with all your heart arm.
and give them cool moments. But. Your
However, plot armor should al-
character is almost never the focus of the ways be secret, especial y when it applies game unless they are a McGuffin.
to an enemy. Enemies should always sur-
The world should not revolve vive through greater skill than the players,
around your character. They should not better planning, or more support. Keep co-
always be right. They should not always be incidences to a minimum. If your players the best at any task. If they save your players catch wise that the enemy has plot armor, from something, it should not be as a de- their morale will plummet. After al , what’s
scending god who can handle any and all the point in fighting something you know
challenges. Your character should general y you will never defeat? Remember to always be at the same level as your players and, if make plot armor seem natural, with ene-possible, with complementary abilities and mies or even with your players.
skills.
Your players are there to have fun
and do exciting things. They are not there to
follow behind the cool character you made
and bask in their awesomeness. If you have
an uber-character who solves all problems
and is always special and wonderful and
amazing, your players will get sick of them
very quickly. So remember: it’s okay to have
a personal character, but give them most of
the same limits your players have.
This also applies to some extents
to your vil ains and important characters.
214
Romance & How to Not al ude to it all day, make suggestive com-
Make It Weird
ments, or have pillow talk, but if you find
This may seem like an odd section, but over yourself calculating ‘lasting’ time based on
the years I’ve found that romance can be your Stamina score and making opposing
very awkward to run, especial y in a mature Seduction rol s to see who can ‘finish off’
setting like The Witcher. It can be easy for the other first, you should probably stop, people to misconstrue things, read too far take a cold shower, and move on.
into it, and become very uncomfortable.
A real y good first step to set up ro- Beat Charts
mance in a roleplaying game is to establish When you’re setting up a game it can be
how good all of your players—and indeed hard to keep everything in mind. Let’s face
you—are at separation. Often, very deep it, you’re plotting multiple hours of enter-
“character roleplayers” who real y enjoy tainment, with possible variations based on
playing and getting real y deep into their random decisions by your players. It’s much
character have a hard time separating them- easier to break the game down into what we
selves from the character, and this can make call beats and write it all down. That gives romance uncomfortable. I once found my- you something to refer to, and sets every ma-self running a romantic scene with a friend jor point in the game out separately so you
and realized halfway through that it felt a can switch them around if needed. There are
hell of a lot like they were flirting with me. four beat types that make up a Beat Chart: Needless to say it made things a bit awkward. Good separatio
n also means the play- The Hook: The hook is a moment or occur-ers won’t get as upset when things go wrong rence that draws your players into the story.
in a fictional relationship.
Lastly, separation helps you run ro- The Development: The development is a
mances with people you would never feel more cerebral moment where your players
romantic toward. Sure, it’s easy to run a realize, learn, or gain something that pro-
romance for a crush or a significant other. gresses the story.
It gets difficult when you have to run a ro-
mance for your father, for instance, or you The Cliff-Hanger: The cliff-hanger is a dra-have to pretend the big hairy dude across matic, action-packed moment in the story
the table is a lusty, buxom sorceress who where the players are fighting or chasing or
wants to mark you as another notch on her doing something active.
bedpost.
Speaking of notches on bed posts... The Climax: The climax is when a sto-
sex. It’s bound to happen in a mature game ry comes to an end. A campaign often has
such as The Witcher and Lord only knows more than one climax: one at the end of
how, shall we say, “adventurous” it may get. each story arc, then a big one when you de-
The thing is, in most cases, the rest of your cide to end it.
players don’t want to have it play out in front
of them. In the Top Ten list of ways to make To run your game smoothly, find a hook for
a game awkward, describing the sex is prob- each player, then string together interesting
ably third or fourth. There are some groups developments with exciting cliff-hangers
where everyone knows each other well until you’re ready to put in your climax.
enough, are open enough, or perhaps want
to see it and that’s fine. But unless you know
your group is in that demographic, stick to
this rule: all sex happens off screen. You can
215
For Example:
planned is gone. They know they’re walk-
The game begins with a hook: Gwen, who ing into an ambush. It can be the same for Pre-Rolling
is an Aen Seidhe bard from Cidaris, wakes Awareness checks. Your players are walking Awareness
up to fire and screaming. Her home town is down a hal way and you have them make
If you want you can have
being raided by Nilfgaard! As she runs out an Awareness check. Nobody makes it, so players pre-roll Awareness.
she encounters the development. She sees the the whole party sits around searching until Before the game starts, have
head of the Nilfgaardians, a tall man with they spot the trap. Once again, this is less of all of your players roll ten or
long black hair and elegant black and gold ar- a problem for players who can separate, but twenty Awareness rol s and
mor. Then, a cliff-hanger comes: she is spot- it can real y ruin a surprise.
mark them down (in order)
ted by Nilfgaardians. With few weapons and
The truth is that some rol s don’t
on a piece of paper. With
light armor, she can’t beat five battle-primed need to be obvious. In situations where your your player’s awareness rol s
Nilfgaardians in full plate with heavy weap- players are trying to tell if someone is lying writ en down, you can refer
ons. It would do her best to run and plot for or how they are feeling, or rol s to find hid-to them each time you need
her revenge.
den things, it helps to make the players think
to have your players make an
The next development comes when, for themselves. If the traveler offering direc-Awareness rol. Make sure to
after escaping the Nilfgaardians, she comes tions seems sketchy, let the players decide to cross off each Awareness re-across two other refugees, a doctor and a make a Human Perception check. Now it’s
sult when you use it so you
mercenary. They agree to team up temporar- them opposing the traveller, who could be don’t re-use results.
ily to kill the head of the Nilfgaardian troop. total y normal and they’re just paranoid. It’s The next cliff-hanger comes when they lay not as obvious as if you make them make a an ambush for the Nilfgaardians, setting a check. Same for traps. The great part about bunch of traps along their path. Then a de- this method is that it makes your players
velopment comes when, as they are slipping paranoid. They start checking everything back into the shadows, they are fol owed. A and you know you’ve got them invested.
young Nilfgaardian soldier has fol owed them
and tel s them that he is wil ing to help them Blue Booking
kill the general if they help him escape the Blue booking is a wonderful option to get military. In the next cliff-hanger they are your players real y involved in your game.
brought to the general by the defector under Get one or more of your players to keep a the pretences that he caught them. They break journal for their character. This can be notes their loose bonds and attack the general and on their characters, thoughts or secrets their his guards. The climax comes when they kill character has, plans, past history, or just a the Nilfgaardian general.
general story of the events of the game.
This is a particularly good idea for players
Using a beat chart helps you focus and or- of bards. Over al , blue booking is a good
ganize your game around your players.
way to keep track of the game, but can be an
excellent way to engage an otherwise unin-
Not Every Roll Has To Be volved player. Even a player who doesn’t get
Obvious
that involved in the game may real y enjoy
You may experience this when running chronicling it.
your game: your players encounter a seem-
ingly innocent traveller who will lead them
in the right direction if they let him come
with. You have everybody roll a Human
Perception check! Nobody makes it...but
now they know he’s lying. Sure, this is fine if
your players can separate themselves from
their characters, but any surprise you had
216
The “Hero”
The world of the Witcher isn’t
Running Witcher
epic fantasy and you won’t
When running a Witcher game there are of the Rings™ or Dungeons and Dragons™.
run into brilliant, gleaming
a few things to keep in mind to get your You’re not fighting for the fate of the planet, heroes...very often. In this
players in the right mood. This short sec- and nothing is ever as black and white as it dark and grim world there
tion will give you the basics.
seems.
are some people who at-
tempt to uphold codes of
This Isn’t Epic Fantasy
Monsters Aren’t The Only Evil
chivalry and other ideals that
When you sit down to run your game, it’s In The Witcher the monsters aren’t the only most people think of as anti-important to remember that The Witcher is things that you have to worry about. Be-
quated. It’s often interesting
not a high fantasy epic setting. In the Witch- tween bloody power struggles, hate crimes, to throw one of these more
er stories, despite overarching plots such as and general unrest, the people of the Con-idealistic characters into a
the prophecy of the Elder Blood or Mad Eti- tinent can be just as dangerous as the mon-
group of cynical heroes and
bald’s prophecy of the Black Sun, the main sters. In some ways, even more deadly; at
see how they deal with the
plot is never one of
epic heroes. Geralt nev- least with a monster you know where you
drastic difference in world
er picks up a magic sword handed down to stand. You’re not safe within the wal s of a
view.
him by the gods and slays an army of de- city. There may be guards and “civilized”
However, keep
mons, never travels to hell to defeat an evil people surrounding you. You may be behind
two things in mind. First, the
god, and never sets out to save the world.
meter-thick stone wal s guarded by archers,
“Hero” is never 100% right.
The world of The Witcher is down but watch your back because there’s some-
They may get the job done
to earth and revolves around understanda- one in every hamlet willing to slip a knife
and people may like them,
ble concepts. Many early stories have Ger- between your ribs, for your money, for re-
but they still exist in a dark
alt dealing with interpersonal problems and venge, or just because they don’t like you.
fantasy world. The world
grudges that get out of hand. Even with the
shouldn’t start changing to fit
invasion of Nilfgaard and the Wild Hunt Racism & How It Effects You
how this idealistic character
scouring the land, Geralt’s goal is still very Being one of the elderfolk in the Northern
operates. Second, this ideal-
simple: get Ciri back.
Kingdoms is a very dangerous thing. This is
istic character should never
Your
Witcher game shouldn’t have because in the previous Nilfgaardian War,
feel like a mandatory role
the players traveling to the sacred mountain most of the elves and dwarves aided Nilf-
model for players. They’re
to gain mythic power and unite the world gaard in its invasion of the North. Now elves
there to show a contrast
with magical might. Instead, pick a plot that and dwarves live in ghettos in most human
and play around with the
hits home with your players. Perhaps they societies and are tormented daily. Hate