Cough Cough. Continent Destroyed.
Maybe I’ve been inspired by the recent news about, well, people getting sick and how it would affect your RPG.
Having a plague hit your town or city can be a big instigator when it comes to your plot, but when that happens it’s usually clerics to the rescue. Boom with the healing!
But what if there was a god or goddess that got some sort of plague themselves? What if there was a way for deities to be debilitated by something? They are out of commission for a limited time or perhaps what they have could be fatal? What happens when gods are on their deathbed? Where do they go? If you’re running something in the urban fantasy world this is also relevant. The Old Gods are sick and perhaps some of the New Ones.
Here’s how it could play out:
- For some reason, all of the clerics, acolytes, and cult followers of a certain plague god have had their powers enhanced. They are just better at causing boils and pain wherever they go. Maybe they possess a new artifact. Maybe it has to do with the comet that landed two weeks ago. I suggest handling that situation.
- The god of light and healing is down and any curative magic is gone and on the fritz. If you want to cast a healing spell there is some downside and everyone can sense that the healing well is going to run dry soon. You need a refill.
- Any faith-based magic is currently no longer keeping the undead at bay in your city. Any place you could claim as the sanctuary has started to shrink and the undead knows it. They are biding their time so when the sanctuaries and any protective magic is down, they will own the city, if not the world. No pressure. I’m kidding. A lot of pressure. All the pressure.
- You are tasked with finding the cure for a god that is dying. It’s a long trek. Artifacts are involved. Strange contracts. Powerful elixirs. And once you get the cure, how do you deliver it? I don’t know, man, it’s your game.
A sick god or deity causes a massive hourglass to fall out of the sky for your characters. Tick tock. Get to healing.
Gold Shouldn’t Matter
I’m going to save you hours in your game with this statement: gold shouldn’t matter in your game. You want to have more playing time in your game, get rid of purchases.
Set a level of affordability. If your characters are a certain level they can afford this and not this. You set a number and an amount. For example, a level 4 character can always afford two potions and one weapon of +1. If you want them to have access to more stuff, they can make, find or earn it. They can’t simply go into a shop and see the assortment of stuff to purchase for this reason:
It burns time. Game time. Combat time. Fun time.
Just have them send you what they want to possibly have by the start of the next game. You as the referee give it a yay or a nay. That’s it.
You just got two hours back in the day. If you do have to get supplies, set a timer. Keep it quick. Remember that time that Frodo and Sam went shopping? No, you don’t. And yes, Harry Potter went shopping, but that was to drive the story forward and they learned something from it. They didn’t haggle prices. They learned something when they went in. Don’t @ me.)
Cool Fun Game
Played a fun game called “Welcome to. . . “ You are building a town based on cards played. It’s simultaneous so that you don’t take your turn and then it’s Bob’s turn and then Mike’s turn (and man, he takes forever.)
You simply choose what card you’d lik, build it in your town, make the choice, and then flip another card. Super fun for people who are just starting with new games and it can easily be put on pause. Highly recommend. (And it’s also a beautiful game.)
Have a great week!