Showing posts with label jobs. Show all posts
Showing posts with label jobs. Show all posts

Wednesday, April 11, 2012

J is for Jobs

some are born great, some achieve greatness and some have greatness thrust upon them
-Twelfth Night, II.v 

I put on my robe and wizard hat.

What do heroes do before they become heroes? Do they have day jobs after they start? In stories, heroes often come from low beginnings. Rand, from the Wheel of Time and Garion from the Belgariad are both farmers; Kvothe, from the Kingkiller Chronicles is part of a traveling minstrel troop; and Matthias, the mouse from Brian Jacques Redwall series is a sort of acolyte in a monastery. Heroes from the cape and tights set are even more tied to the mundane. While many fantasy adventurers shed their ordinary lives to slay dragons and eat unicorn meat, superheroes continue to operate an ordinary existence on the side.

But what about in D&D? The option of giving a character some job training is there, in the form of knowledge, craft or profession skills. However, many players and GMs balk at these. Nobody wants to roleplay as Billy, the cart boy! Skill points are a rare commodity, especially for certain adventuring classes like fighters and clerics who can only add a base of two skill points per level. It simply isn't practical to put those first skills into "profession (tailor)" when a skill like "spot" will benefit your character much more in their adventuring life.

People may disagree, but I honestly feel like something is lost under this system. Maybe I'm just not a min/maxer, but I find myself drawn to characters with a working history. I have always wanted to play a sailor turned roguish vagabond, a blacksmith turned warrior, or a scribe turned wizard. When I am in front of the screen, I try to give my characters elements of these backstories, but often forego the corresponding skills in favor of those more practical to the esoteric life of a professional adventurer.

Perhaps there is a way to foster and encourage players who like to flesh out backstories and dabble in the less traditionally adventurous side of roleplaying. One of my players, for instance loves to have his monk cook meals for the rest of the characters. Does it directly factor into their plot arc? Not yet, but that's just because I haven't been able to work in an iron chef competition yet. But, I digress... encouragement! Yes! I suggest offering one or two bonus skill points added to a couple of skills if a player gives their character an "employment history" upon character creation. A couple of points in profession (clockmaker) might add a tantalizing twist to a trapsmithing rogue, and the son of a shipwright might be a strong swimmer, or handy with checks involving woodworking (spiking shut dungeon doors?)

What do you think? Does playing up the humble beginnings of a character distract from the great deeds that are afoot? Or does it perhaps encourage a more creative approach to the adventure? "The nimble tailor deftly swipes the seam on the tapestry, dropping it down on the orcs below."

Friday, March 11, 2011

Night at the Ancient Elven Museum

As I mentioned in a previous post I think it is fascinating to see peoples' real-world interests, jobs, hobbies reflected in the fantasy realms they create. Well, I went and crafted an entire adventure inspired by my own career path -in museums.

The Concept:
My PCs (Player Characters) have traveled to a research center and repository of knowledge (read: museum) built by a reclusive sect of ancient elves.


The Backstory:
10,000 years previous
A group of ancient elves who believed that a great apocalypse would soon befall the elven nations, headed for the hills and started squirreling away anything they thought was awesome or valuable, while simultaneously searching for a solution that could either prevent the apocalypse or simply allow them to not be there when it happened. They set up a structure built into a hillside (like Petra) for the purpose of storing their accumulated knowledge (like Alexandria or the caves at Qumran).

Sure enough, an apocalypse of sorts comes along in the form of an Orcish invasion (of course!) Well, the Elven lands were left a barren waste and the location of the museum was lost to legend. Fortunately, the elves who lived there managed to enact plan C before the snarling, teeth-gnashy wave hit, which was to flee for parts as yet unknown.

500 years previous
A Human king, wishing to prove his worth to an Elven princess (of course!), crusaded in search of the legendary museum, and found it... with a snarly horde of orcs right on his tail. The two armies fought and generally make a mess of the place. The orcs were driven back, and the few survivors of the king's army made their way home having stolen an important item from the museum and reportedly having left another important item behind.

100 years previous
A dragon shows up. Finds nobody is using the museum and decides to take up residence, gradually accumulating a bunch of luddite lizard-people as followers.

How it has Played Out (so far):
The PCs have rediscovered the ancient museum in their search for the item the human king left behind. In their explorations thus far, they have met the dragon, who promptly stole most of their stuff before magically locking them out of his room. They then decided to team up with a spectral librarian who has been tasked with looking after the museum for eternity and who is, therefore, irked at the dragon and his lizardy minions making a bigger mess of the place than it already is.

A hungry Lego T-rex about to get its nom on!
Well, the PCs have been sent to collect ingredients for making a set of magic paints that will allow them to bypass the dragon's locks by jumping through paintings Harry Potter-style. Last night, they recovered the first ingredient from the Hall of Animals -a bit of fur for the bristles of the paintbrush. Unfortunately, as they were attempting to turn off the magic barrier to a particular animal's stasis field/cage, the control panel malfunctioned and turned off ALL the cages releasing a T-rex and four deinonychus that hadn't eaten in 10,000 years -because how can you have a museum adventure without a dinosaur fight!?

Anyway, they managed to coax the dinos out of the museum without doing them harm and have now set about recovering the two other ingredients. One from the alchemical laboratories on the lower level and one from the orrery in the planar observatory.

The Point:
I am really enjoying my little foray into job-inspired D&D. Also, this is exactly what it is like to work in a museum.