Wednesday, 12 May 2021

Session 5

 We missed a few sessions so only the one report.

They were asked by Radigast to escort him to Dol Guldor, this journey continued with a larger number of encounters and varied discoveries, basically I had a deck of random events that I worked my way thru and they had to suffer thru.  Not terribly exciting.

The sessions ended with them finally arriving at Dol Guldor.

I was going to have Radigast leave them in camp and go in alone to the fortress. While he was away of course a large group of undead would find them and attack, if things got nasty I was planning for Radigast to return and save the day. Since then however I have had an inspiration.


A vaguely three dimensional diorama of the fortress, with some maps printed for it.  This idea went together with using Dungeoncraft software, a really excellent map making program. With Dungeoncraft I can create a map of the appropriate size in squares/grid, then I can export it to a png with a set number of pixels per square, then I convert it to a PDF, and finally I print the PDF as a poster in Adobe which allows it to use multiple pages and true size.

In the picture you can see 3 different maps I have set up that they will use. Instead of the undead I am going to have to try to rescue Radigast after he is captured, and before the Nazgul comes back (he is away).  The complication will be that once they get to Radigast he will tell them that there are several elves in the dungeon who need to be rescued!

Hooray for the good guys!!  :)



Saturday, 3 April 2021

Session 4

 The party are to travel with Radigast to Dol Guldor.  Unfortunately 2 people couldn't make the session, and they were the two main tanks. So we ran one of them anyway just to give the party some hitting power.

For this session I experimented with a version of my Mapping Cards idea (see https://www.flynnkd.com/home/mapping-cards). I put together three decks, one a places deck, one a Monster deck, and the last an Encounter Type deck. This simulated the journey to Dol Goldur, using a set of broadly described locations and events. One of the places they might find was a small dungeon type adventure, which I ran on the table with a tiles set I have.

For the most part it was okay. They didn't get very far into things as the evening felt a little slow (been raining a lot here). They managed to draw the Dungeon card and delved into that, getting to the main boss and obtaining a new set of heavy mail armour as a reward.

Nothing really exciting, maybe I need to throw more challenging stuff at them, it feels like they are cruising. hmmmm.

Sunday, 7 March 2021

Session 3

 So the party continued it's slugfest through walls of goblins. They managed to get to a place that allowed a short rest, burned all their HD to recover, and continued. As the emerged into the starlight (daylight would be too easy, goblins don't like daylight), the sound of wolves and goblin drums sounded ominous.

For the next encounter they were presented with a series of natural obstacles that they had to cross via a Athletics or CON check, whilst a series of wolves attacked them from various angles. It was pretty straight forward, but the thing it was meant to highlight was how the group would handle the mix of characters who could pass the tests, compared to those who couldn't.

The rogue and the warriors were easily able to pass the obstacle tests, but the scholar and the warden both had problems. At one point the rogue was two obstacles ahead of the main party and the scholar was left alone at the back. Fortunately the fighters were clearing out most of the wolves as they went along, but it was becoming an issue at one point.

Eventually they regrouped and passed through the obstacles. They travelled onward to Rhosgobel where my lack of reading of the audience rules was highlighted, need to work on that. They got through this and meet with Radigast, who asked them to escort him to Dol Goldur, leaving the very next day. That night a small feast was held by the town for the 'friends of Lord Elrond'.

The journey to Dol Goldur was an attempt to explain to the players the journey mechanic of the game system, only it again highlighted my lack of reading... so we moved on. Part of the problem, from my point of view, was the transition from a purely encounter based system that D&D uses, to the 'Journey' system that AiME uses. I hadn't made the transition fully as I was simply comfortable with the old way.

To that end the party was attacked by spiders, big ones. The encounter was 3 waves of 5 spiders (Attercaps), which proved to be woefully weak compared to the power of the 11th level players, even taking into account that I beefed them up a bit. Need to adjust for that in future.

The session ended with the party making camp near to Dol Guldor. Radigast has told them to remain here whilst he goes in to have a look. He has cast a protective spell around the camp. My plans are for a stranger to burst into their camp, an escapee from the dungeons of Dol Guldor, and he will be followed by a bunch of undead Bog Soldiers and their Masters. If things get dangerous than Radigast will return to save them, if they appear too weak then a bunch of orcs can appear looking for the prisoner, or more Bog Soldiers can arrive.

The things to learn from this session, for me, was that 11th level characters are pretty tough and need good tactics to defeat, not just numbers. Making the encounter challenging for the players, getting a level of tension and maintaining their interest are important. Easy encounters are boring and mostly meaningless, so I need to put a bit more thought into my preparation, and better ambience.  I also need to get the Audience and Journey rules into my mindset a bit better, so I sound like I know what I am doing. The GM flicking through rules and notes trying to work out what to do is not useful to the experience.

Tuesday, 23 February 2021

Session 2

  I started the session with a change of policy concerning rogues and surprise attacks. For some time I had not been happy with the way we had played with the way rogues can hide and attack, usually every round. This is especially true with hobbits who can hide behind other creatures... hide shoot, hide shoot etc. I had been reading a few articles here and there about it, and recently I found one that had a more reasonable explanation, which is the concept of not only being unseen, but also unknown.

The idea is that just because a rogue hides behind a rock or a corner doesn't mean the viewer doesn't know about them, and when the rogue emerges from cover they are not unseen because they are known and expected.  The gain unknown you have to distract the target or make an effort to remove yourself from their awareness. 

The argument here is not about sneak attacks, they can get that fairly easily. We are talking about having advantage every round. Anyway that is what I explained to my players, and obviously the rogue wasn't too happy, especially as I had been using the very same thing for 3 yrs myself.  My reply here was that me as a player is different from me as a GM. As a player I am after advantage. As a GM I am after balance and fairness, and a touch of reality.

Anyway we moved on, less happy. So tonight I explain that instead of shadowing the main party I have decided to loosen the story to allow me to add in extra stories that might be some distance off the main path. To that end the mission changes from shadow the dwarves to 'go to Rhosgobel and lend aid to Radigast the Brown'. So off to the High Pass they go... and they run into some fighting mountain giants, find a secluded cave, fight a troll then the floor collapses and they fall down into the Goblins world.

For this part of the story I had a pile of tiles they had to work their way along, revealing a new tile as they progressed forward. Each tile would have a number of goblins based on how many squares were on the tile (1 per 2 sqs). These goblins were fairly average orcs (AC14, 25hps), so it was just a issue of crowd control and speed at moving along the tiles. At the start of every round I rolled on a table for random events, which put pressure on the party to be effective or they would get more random events, which were mostly bad... a boss mob etc.

The first few rounds saw some lucky rolls for the orcs and they got in some criticals, plus the scholar was caught out of position initially and took a lot of damage before the rest of the party could tidy things up. This early set back felt like it put pressure on the party because it didn't look like they were going to be able to rest anytime soon.

Eventually a random roll came up that allowed one member of the party to fall down into the darkness and leave the main party. First option went to the hobbit burglar, he took it. I offered Sam an option to follow as the protector but he was in the front line at that moment and decided to stay. So the burglar went on a side mission, fought a big spider and got a magic ring for his trouble. Eventually one other character fell and joined him. The two of them managed to avoid further problems and escaped the mountains. The rest of the party is still making it way through, although they did manage to defeat a boss mob that allowed them to take a short rest.

At one point they rolled a random event that allowed them to see Gandalf and the dwarves smashing their way through the goblin caves, and this gave them all inspiration.

The session seemed to work reasonably well, with pressure on the party at the right times. One thing it did show is just how amazingly tough fighters can be in AiME once they have a few virtues under them. One of the party has a bane vs orcs weapon and vicious trait... he does 1d8+16 to orcs... at level 11 he does that 3 times a round... very nasty. But needed in a game that lacks area of effect magic.

Next week they escape the mountains and travel to Rhosgobel, where Radigast will ask them to escort him to Dol Guldur (the scene where he goes there for the first time in the movie), to discover there is something in the fortress.

Wednesday, 17 February 2021

Session 1 of AiME.

  So I spent some time going over the idea of the game with the players, that they would be a decoy party trying to help the real party succeed. I emphasised to them that we would follow the books/movies to some degree, but there would be some variances.  Reminded them that there would be situations that maybe pre-determined to some degree... like they will not be killing Smaug, even if they can. Some events and facts are written in stone.

We started off with where they left the last campaign, completing the task they had been doing for Elrond - gather the Regalia of Cardolan. This campaign had been centred around Bree and those characters had progressed to 11 th level. The restart saw them go back to 10th level and a few characters change to fit the story (extra hobbit for Samwise etc).  They left Rivendell and were returning to Bree, deciding to rest on Weathertop along the way. When they climbed to the top they discovered 13 dead dwarves. One of the dwarves was clutching a scroll of parchment. The scroll turned out to be a fresh copy of a map to Erebor (a copy of the Hobbit map, one of the players was able to determine it was probably a copy due to its newness).

The location grew darker, and an ominous feeling overcame them all, Wis saves all around for fear. A Wraith like form appears and demands the map, more fear rolls. The dwarf survived the fear and strikes out at the wraith, hit it. The wraith dissipates in a cloud of fog. The party realises that a fog has suddenly moved around Weathertop, and the sound of clanking weapons and armour can he heard, getting closer.

A party of orcs and goblins appears out of the fog and attacks. Lead by a Great Orc of Gundabad. The party is quite well stocked with archers, so they quickly shoot out all the goblins before the melee gets started. The party is experienced and quickly overcomes the orcs. A funeral pyre is created for the dead. Remains of the dwarves are collected and returned to the Blue Mountains via indirect means (the players didn't loot it).

The next day they complete their journey to Bree. Here they ask if anyone knows anything about the dwarf party. It is discovered that they came through 2 days ago, but more interesting was that another party of 13 dwarves and a hobbit came through just under 2 weeks back, heading east. The hobbit is identified as a Mr Baggins, one of the hobbit characters vaguely knows him.

They decide to follow up what they have learned and setup a journey back to Rivendell, possibly to ask Glorfindel about the map (two of the players have him as a Patron). The journey to Rivendell results in two encounters. The first is with a party of 4 trolls, they detect three of the trolls in a wood, and realise there is a fourth somewhere. Skilled members of the party go out to find the missing troll while the rest hide. They find him suddenly and a melee begins, the trolls shouts for help. The Bard, back with the rest of the party, rolls a 20 on an attempt to mimic the trolls cry and distract the other 3 trolls, so it works. The single troll is defeated quickly. The bard and the other three trolls stumble around the forrest for 2 turns before he rolls poorly and is trapped. They rest of the players arrive to help, the other group returns, and the Loremaster gets totally lost in the woods, but is found later. The trolls are defeated.

They search and find a trail to a cave, find treasure (a longsword, a shortsword and 20 elf arrows, and a shadow point).

The second encounter was an experiment. I set up a large table area of different terrains, replicating the warg hunt in the movie (but no Radigast). They had to use the terrain to try to avoid the wolves and get to the far side and the safety of Rivendell. In one spot they find a tunnel which allows them to bypass a section of the map area and get behind the wargs, making it to safety... lots of group stealth rolls etc. The party turned out to be pretty stealthy.

They get to Rivendell, to find that the 13 dwarves and the hobbit had been there, but had left 2 days prior. Glorfindel listens to their story and asks them to wait whilst he consults with Elrond. Elrond summons them to a Council. Here he asks them to undertake a dangerous mission, he wants them to act as a decoy group for the main group. Travelling the path they are travelling and attempting to intercept any problems in an attempt to make it easier for them. The mechanic would be that both parties would generate encounters for their journey, but the players would then try to suck up one or two of the other parties encounters. (eg Rivendell to Beorn's House would result in 2 encounters for each party, the player party would try to intercept one of the encounters so the split would be 3 for them and only 1 for the real dwarves). Elrond promises that they will be rewarded with a single share of the quest (a 15th), and other unspecified rewards from powerful people.  They have no choice in the matter of course.

Glorfindel gives them some minor gifts, lembas and herbs and elf cordials, and an impressive elf scarf of incredible beauty. They head out into the High Pass...


Covid delay...not really, cricket!

  We suffered a delay starting the game, but with luck things will begin in 4 days. I hope to do a post after each game session talking about how things went.

I have been reading up on the AiME books to try to absorb background and adapt it to the story we will be building.  For now we are going ahead with the player group (built on the structure of the Fellowship) playing as a decoy team for Bilbo. The first adventure being the destruction of another decoy team by a RingWraith, and the players taking up the mantle at the behest of Elrond and Glorfindel.

Plotting out The Hobbit story line is fairly easy, thanks to a book and three movies. The same applies to The Lord of the Rings. What I have found is that the 70 years between those two stories needs to be filled. I was pleasantly surprised with the way The Mirkwood Campaign book treated this. Single main adventures for each year with events occurring around the adventure. What I really liked from this, as I was trying to absorb all of it, was the inter-connections of all the events, and how they are scattered all around the Mirkwood area. But more especially the npc characters running through-out the story, how some of them can grow, some die, some change etc over the 30 years of this book (it doesn't cover the full 70 years sadly). On top of that are the options for the players to grow as well, including passing their characters on to sons or daughters in the case of humans with shorter life spans (and there is only two of those in the party).

I'm very enthusiastic about the whole thing, but I am sure my players will put a stop to that soon enough.  :)

Re-start

 Well it looks like my old blogspace got out of date, or something. On to the new.

No, its working again, so back to the old....


So I was playing an AiME (Adventures in Middle Earth rpg) game over a year ago, and it was very good.  We stopped that because I was waiting for a specific book in the series to come out (Moria) and also I was excited about a new campaign book I had purchased thru a Kickstarter - Odyssey of the DragonLords. This was a classical greek setting, which is a subject area I really like (along with Egyptian). By the end of last year (2020) I was growing tired of that game, so it was great that christmas and new year gave us a break.

During the break I had a great idea. Lets return to AiME and lets run the game as if the players were the Fellowship of the Ring, or at least a parallel copy of them. Then I watched The Hobbit movies and wanted to include that story in the sequence as well. Sadly there is a gap of over 50 years between the two stories, but what's the point of fantasy role playing if you can't shove in a bit of fantasy in there. Besides all the races except humans live quite long lives, and even the humans (dunedain) can live to be quite old. Also, the AiME game system itself is sort of supportive of longer styles of game time passage, suggesting one major adventure per game year.

So I got into it. I have six players, and can play a character of my own, which makes 7, the fellowship was 9. So we demote Merry and Pippin to npcs (non-player characters). That works. And the character I play (as the GM), can be the wizard (Gandalf) equivalent, and can pop in and out, just like Gandalf does.  To that end I came up with:

Gandalf - Loremaster.

Aragorn - Warden/Herald.

Legolas - Wanderer/Hunter of Shadows

Gimli - Slayer/Foe Hammer

Frodo - Burgler

Samwise - Warrior/Knight

Boromir - Warrior/WeaponMaster

To a small degree there is some contriving in these choices. I wanted to use as many of the AiME character classes as possible, and I wanted them to sort of fit the role of the story characters as much as possible. The choice of Knight for Samwise for example fits the devoted follower and friend of Frodo, which a lot of the Knight abilities sync to. It will mean that Sam will end up running around in heavy armour, and that lead to an extra layer.

Instead of the characters being the exact Fellowship, they will mirror them. Not exactly, but the same similar events will occur, plus some extra ones. So if this group of players are not the band of dwarves/fellowship, but they are going to do most everything they did and be in most of the same places... then obviously they are a decoy group!  Which explains why the Fellowship had it so easy (sic), because the decoy group were taking on all the nasty stuff.

Even the parts that a locked into the cannon of the story, that 13 dwarves could defeat Smaug, that's because it was actually 13 dwarves and 7 others.

The opening scene of this new adventure will be the 7 players running into a battle scene where 13 dwarves have been slain (yet another decoy group, but a less successful one). A Nazgul (weak early version) demands they hand over The Map (what map? the one they found on the dead dwarf), the players resist and chase the nazgul off but are then attacked by some orcs... etc.They now have a map, actually a copy, and will need guidance on what has happened, so off the Rivendell they go.

And so it begins, they Journey to Rivendell. Along the way they run into a band of Trolls, a different band, then some wargs and goblins. At Rivendell they are asked to take on the decoy role formally by Elrond, and then head off for Erebor.

The gap between The Hobbit and the LotR can easily be filled with a few other major adventures, like the Green Dragon of Mirkwood, or a journey north into the Grey Mountains etc.

TBC...


Sunday, 7 February 2021

New blog

 Started a new blog as I couldnt get this one to update... but now its working... sigh...

https://www.blogger.com/blog/posts/5646818835842958523

Staying with the new one.

Monday, 8 October 2018

Time to move!

So G+ is a gonna. Which is a shame, I have become quite comfortable in G+ even with most of its idiosyncrasies.  The worst part now is to work out where to go next.  

Presently that would appear to be MeWe - mewe.com/i/kevin.flynn4

Not sure if that will be the place to go for gaming, but it has a few people moving there already so lets see if we can't generate momentum.

Playing lots of rpg's presently. Two weekly games: D&D5e and a Savage Worlds Weird Wars Rome. And three bi-weekly games: Pathfinder and 2x AME (Middle Earth D&D5e), one where I GM and another where I play.  

I really like the Middle Earth 5e games, the groups are trying to keep within the ME canon to a degree but the occassional DnD event will slip in now and then. Its a comfortable environment to play with and the AME classes are quite well balanced.

I am also very much enjoying the SW WW Rome game (GMing). The characters were transported from a Rippers game at 90 xp, spent 6 months acclimatizing to Rome and have now been sent off to discover what is going it. I have a massive story line planned out and they will need all that xp to survive.  Blending in SW characters with roman history has been a lot of fun.

Haven't done a lot of work with my projects however - Fallen Cities or Sarmarkand. Need to get back to them before I forget where I was up to.


Monday, 28 May 2018

OSR and COWS in roleplaying.

I must be getting old, or my brain injury is playing up.  I am getting a little tired of the OSR movement (Old School Revival) and of Cows in Runequest, and they are two different issues but with a vague connection (a not-me one).  Which is not to say either of them are wrong, except that I am always right!  Its just that roleplaying is so much more these days and we should embrace all of it.

Why do I have a problem with the OSR. Because they seem to have problems getting out of the past and at least trying something new. Yes dnd has a lot of nostalgic value, and yes I find it strikingly easy to slip back into playing dnd (especially 5th edition I might add, which is probably more old school than you would believe), and yes it is a nice comfort zone game that is easy to teach. I started playing dnd in 75 and I even have an original whitebox set, so I have been through all the incarnations of the game. But for god sake the world has progressed and new games with stunningly brilliant ideas have come out (like RQ), and can we move on a bit, at least acknowledge them and the 21st century.

And Cows (the animals, beef, horns etc), I am so sick of hearing about cow herders and clans and tribes and homesteads in RQ. Who are these people who play at this level? I'm sorry but most of the pre-Rune level stuff in RQ is simply practise for when I turn uber!  I want to go on HeroQuests - which strangely enough is the one thing the game has NEVER clearly defined and developed 'official' mechanics for (apart from the runes themselves to some degree, but that seems to have been solved by the coming latest edition).

I want to be a hero at the side of the dudes who defeat the Evil Empire (yes Lunars have gone to the Darkside), I want to be on the top deck of the Cradle, I want to look Gorn Orta in the eye and haggle!... there is no room for cows in my RQ! And yet whole volumes exists to support this level of play. (Disclaimer: there is nothing wrong with this, its just not me, and it is ALL about me!)

And everyone I played with since 1978-9 has had the same view as me, we all want to be Rune levels and stomp Lunar scum (apart from a few recalcitrants). Did I misread the implications of the original books, where the tribes of Prax not the oppressed ones, were the Orlanthi not oppressed, were Ducks not oppressed!!!  And who oppressed them all!  And who were the Heroes of both history and recent times, I don't recall Lunars being in that group, in fact the opposite.  I suspect there has been some historical re-writing going on, apologists for the Red Moon have infiltrated our libraries.

And Sartar itself? My friends and I seem to have made another mistake there... we NEVER (well hardly ever) played in that area of the world, we played in PRAX! Wasn't that the true homeland of the first two books? Didn't everybody head east to Prax and Pavis? If you were not a beast rider were you not a rebel orlanthi hiding out in Pavis and the Big Rubble. Where did you have to be to play The Cradle, surely one of the greatest adventures ever written.

There are no cows on the Cradle. Pigs, yes, but that pig was BIG, and tough, a Rune level pig!

The world is full of people who are not me.

And NEW games systems that excite me just as much as DND and RQ did when I first encountered them... such as Apocalypse World and its many hacks. 

Thats all, move along, ranting over...




Tuesday, 20 March 2018

A Little too close for comfort...

Brain Aneurysms.

This is where a blood vessel in your brain develops a leak and blood pours into the brain, which is not good for you. Brains only like blood in a very controlled feed, leaks from broken plumbing are very bad for you.  My father died from an aneurysm, and possibly they are hereditary on the male line of my family.

Mine burst on the 28th Jan. I felt a little funny, like there was a bubble in my head initially, then it started to hurt. My partner is a very sound sleeper and she was on the lounge doing that when my attack started. I managed to get off 3 cries for help, each more desperate  before collapsing, and fortunately she heard the last. She acted perfectly, immediate ambulance call and inspection to make sure I could breath. The ambulance arrived in less than 5 minutes. Time with aneurysms, like with heart attacks, is of the essence.

So I awoke in an ICU bed at the locale hospital with and new collection of staples forming a lovely half circle in my skull, but I was alive, which is a very good result. Better, I was mostly lucid and all my body parts were mostly doing what I asked of them, so apparently I had not suffered any permanent brain damage.  I was amazingly lucky.

To cut a long story short, I was in hospital and then in a Brain Rehabilitation Unit for a total of 7 weeks while they tried to ensure my recovery, and if I had suffered any lingering damage. During that period they were using quite a few strong drugs, one of which, vancomycin, had an unexpected side effect that caused my brain to start overheating, getting over 40.3 degrees at one point. This is not a good thing.

Despite all that I have recovered, and today I was discharged, certified healthy, provisionally. I have a new sensitivity to sound, and I get tired a little quickly, but all in all these things will fade as I get some exercise and time under my belt.  It is not an experience I would recommend, long stays in hospital are extremely boring, and you tend to suffer sleep deprivation in public wards.

I cannot express my appreciation to the staff of the two hospitals who looked after me enough, they were wonderful. The nurses were exceptional. The same goes to my friends who rallied around to support me and my partner during a very trying time, they too were also amazing. And needless to say my love to my partner who saved my life and has been with me all the time.

I am home now. I have been lying in my own bed again, which is glorious. I have had a slice of vegemite toast, which is ridiculously fantastic (its the small things you miss), and I am absurdly happy.

So if some of you have been wondering where I have been for 7 weeks, that's the story.  I am eager to get back into my regular rpg sessions, anything to stimulate my brain. Things are generally pretty good.

Kevin Flynn

Monday, 13 November 2017

Life in a Roman World.

OMG I haven't written anything this year, where on earth has the time gone.

Its not like I am doing nothing, but it has been a poor year work wise for RPGs and games.

I sought of lost interest (for now) on Samarkand and Fallen Cities, which are my biggest projects. This was partly due to other projects being fresher, and a lack of money to pursue the other items (sort of upto artwork and maps stage to a degree).

What I have been working on mostly, at least lately, has been my current RPGs that I am running, and future RPGs that those games will lead into. BY this I mean my Rippers game, which I am really enjoying, and the Weird Wars Rome game that that will lead into (the players will be portal-ed from the Rippers end game to the WWR start game). I have been developing a quite extensive story board for the WWR, reading up on Roman history etc, finding dates and names. The result will be a very interesting game from 73AD to 98AD, using many historical events and people.

Which leads to the question of rail-roading! Theoretically having a developed storyboard game linked to specific events is effectively rail-roading. The players will be forced to follow events, they will need to be a certain places at certain times because History requires it. For eg the Emperor Vespasian dies in 79AD, Vesuvius erupts a few months later, Titus is made the new Emperor only to die two years later historically.  In my game these are pivotal events that start the game off, except Titus is assassinated at his coronation and his death is linked to the Vesuvian eruption. This is really the only major change to the historical time line. The story-board goes from there to 98AD when the players have to ensure that Trajan remains alive and is crowned Emperor. If they don't do this the time line breaks and things go badly.

So is this rail-roading due to the constraints of the story and time line, or is it just limited options for the players. And is the BIG PICTURE constraints really a rail-road, or simply the choice they made at the very beginning and they are following it through. In this game the players are told what is expected of them at the start (well some of it) and they chose to do it or not... of course if they don't the game simply ends because I haven't got a story line for anything else. And if they don't make the choice of being 'Heroes', and saving the world, then there is no point in the game.

So is it rail-roading if the GM takes on the role of authority telling them what to do? The players are not god, or Emperor, or in any position of power at the start of the game, other than being heroes. In a real Roman world they are either bums or soldiers, they have a position in the roman society and they follow the laws and obey the commands they are given. Does a Roman soldier have any ability to dis-obey his Tribune and get away with it. If your players are going to play legionnaires do they have any choice when the GM, acting as a superior officer, gives them an order...?

Role playing in a real world scenario requires a certain degree of acceptance of the constraints placed on them to conform to the norms of that world. In a fantasy world the players are anarchists and can go and do what they like, but in a real Rome they conform or they suffer. 

I hope this is not rail-roading, it is simply good role playing.

Thursday, 8 December 2016

Character Pooling

TEAM PLAY (Optional)

Extract from Fallen Cities game (in development).

Team play is an option where a small group of players run and control a larger group of characters. There are several ways this can be handled.

Classically every player runs one character in a role playing game, but this is convention only. There is nothing that says you can’t run one, two or a bunch of characters at the same time. It isn’t really all that much harder to run two characters than it is to run one.

In several games I have played we had two or more characters available to us, but we only used one of them at a time, during a single adventure/session. This can be useful with games that have mortality rates, you just swap to your alternate character. This is better than fudging the arrival of a complete stranger.

Running multiple characters also works well when you have only 2 or 3 players, it gives them a much more viable group and prevents the GM having to scale down everything to suit the numbers they have playing.

In a game like Fallen Cities, where there are 8 different character archetypes, but you only have 4 players, you can allow them to run 2 characters each.  But if you have 5 players that doesn’t work as well, and you are still short of the 8 that would be ideal.

There are two options I am suggesting to handle this:

Spare Character Pool:

Where each player has one primary character they run, and any extra characters that may be needed, or wanted, are placed in a pool and are available to any player to act with at anytime. When a player wants to act, if they want to use one of the pool characters, they just do it.

Shared Character Pool:

This is a full extension of the pool idea. Players do NOT have a fixed character, they all share all the characters. When a player wants to act they simply select a character they wish to do it with and do it. AW mechanics actually lend themselves to this style of play.

You can include some controls, such as the same player cannot control two characters in a row (although they can suggest what another does).  This can be prone to dominant players taking control, but there are some systems you can put in place to handle this, and that you would probably do anyway.

In the first case the pool characters sheet is simply left in the centre of the table when not being used, which means the last person to use it puts it back, relinquishes the sheet to show they are finished with it. When a player wants to act, and if they wish to do so with a pool character, they simply take control of the sheet and do what they do, then return the sheet to the centre.

Another option would be to give everyone a copy of the pool characters, but then someone needs to be responsible for updating those sheets and keeping everyone uptodate.


If you find you have trouble controller who acts with pool characters, for eg one player tends to hog one of the sheets, you could bring in a rotation rule. Have a token that represents access to the pool and only the player with the token can take control of the pool character at any one time. Once they have used the token they pass it to the player on their left. Nothing stops any player from suggesting actions, but only the token controller can act in the voice of the pool character.

Friday, 2 December 2016

Using players to run NPCs


So I have been grumbling to myself for some time that running npcs is a chore, and often they lacked colour to the players who just looked at them as numbers to be overcome.  SO I sort an answer, which came to me due to a lot of reading I have been doing with games that have more narrative elements to them, freeing up the systems for all sides... I gave control to my players. GASP!

So when we have an encounter now I dole out NPC cards to the players with an outline of the creature/npc on one side and some boxes to fill out on the other, very quick fill boxes, and most of the time only one.

The players get to control the NPC almost completely, and I reward them to doing nasty things to players, being inventive and inflicting hurts. The best NPC player gets a coin they can use to cash in later for small benefits.

Turns out it worked really well, my players actually seem to like hurting the other players, and get excited and involved when given a chance to be inventive and surprising.  Who would have guessed.

So the game we are currently playing is Runequest 2.5 (the newly reprinted classic). Following is a page I give to all the players and allow them to select ONE option to apply to their NPC.  This remains a secret.

Some of them are restricted, like POW stones and magical items, they generally can only have one of these in a group.

So far it seems to be working really well.

Things you can do to the NPCs.

 Anything you  give them, you must use.
Traits:
  • STR: +1AC, ^Dam dice, Strong/Powerful    
  • CON: +6hp, +2 cols. Sturdy/Robust
  • DEX: +10% Defence+Skills+Ranged -1SR, Quick
  • INT: +2 spells, Smart/Clever
  • CHA: +10Defence, +3HP, +1col, Handsome
  • SIZ: ^Dam bonus +3HPs +1 col -1SR Large

A random RUNESPELL
CHOICE of a battle spell, free use.
Extra 2 battle spells, random
Armour values +2
Chaos feature *2
+20% ATK in MELEE
+20% ATK in Ranged
+20% ATK in Thrown
+20% DEF
+20% PARRY
^dice Damage bonus
+4HPs, +1col
HEAL 6 spell ability
Bound spirit in Fetish +6POW
Comes with a trap somewhere
Blade venom 4
Uses POISONS, str3d6-1
SR is 2 less.
+20% to a useable skill, must use it.
Starts with advantageous position, or hidden.
Charger, Move +2 ATK+10% ^Dam dice
Battle potion.
Spell matrix *1
Fetish, one use magic
RANSOM, generally CHA/2x100L. Can double this but need to take an extra bonus.
Reinforcements: +1 average guys immediate OR +2 average guys in 3 rds. +3 average guys in 5rds.
Creative inspiration by YOU! AMAZE ME!
Auto hit, once, normal, target.
Team effort, if adjacent +20% for both, melee
Target, +20% attacking a selected target.

POW crystal 1d6+2pts, gains +2 spells or +4 levels. OR With a spirit, gain 3 spells or +6 levels, 2d6+4 POW.
A Magic Item *1

Creatures given to those without tokens first, else random
Fun&Creative use will result in a token reward from the GM. These can be cashed in for ‘stuff’? Minor magical items, rerolls, extra cards etc.
*1: if you take a magic item you must USE IT! If you gain it at the end it deducts from your rewards.

*2: A Chaos feature requires a chaos creature.

Wednesday, 9 November 2016

Defeating your players.

Defeating your players is hard, especially if you want to keep them alive.

I played a Shadowrun game once where I wanted to capture the players, which would bring them into the opponents base, where they could escape and work from within... only they refused to surrender, and pretty much were going to die to the last man before I just gave up and announced they were captured. And it wasn't like I didn't make it obvious they had no hope, I kept bringing in reinforcements and kept telling them it was hopeless... so why did this happen.

Well number one is a players sense of immortality. Players, and fictional heroes, are indoctrinated into the belief that they will overcome, survive, and triumph in the end, if only they can hold out long enough.  This is an extremely hard expectation to bypass. You can help matters by telling your players that the game will be 'dark' or 'deadly' or 'gritty' or any other euphemism for character death, but that ultimately doesn't counter the 'heroic' nature of a player character in most role playing games. Nearly all rpg's are based on heroic fiction, the very appeal of this is the heroic nature of the characters. There are games around that don't replicate this idea,but for me I have no interest in them. Most of the time they are too close to real life in style for me to want to participate, real life is bad enough already. I play games for escapism, pure and simple.

So assuming your players have this predefined expectation, how do you get them to give up?

The simplest way, one which I have been using, is GM fiat...You are all captured, you wake up in prison. etc. Even then your players won't be happy, mine will rip off a list of precautions and standards tactics that make it impossible for them to be captured, alive, and spend a good 10 mins simply rejecting the idea.  But at least no one dies.

There are different versions of this. You can get player buy-in to a capture, explain the premise of the story and how it starts that way, and get your players to agree. You can actually design the story around the concept that the only way they can proceed is to be captured, planting the seed and then allowing them to work it out, although this becomes very linear and obvious usually.

So what other ways are there? And while we are thinking about player surrender, what about npc surrender, how do you convince players to take prisoners?  My players have no problem 'eliminating' prisoners who they can't reasonably dispose of, especially if the adventure requires them to move ever forward.

In a recent Runequest game I had to explain the concept of 'ransom' to some of my players. IN RQ ransom is an honour bound tradition (for everyone except the truly chaotic evil folks), written into the description of the world story, supported by the Cults and Gods of the world. As incentive to use it, players are offered financial or material rewards, and a character who offers ransom is honour bound to obey the lores and traditions applicable.. and players don't have to worry about npc's suddenly stabbing them in the back.  In that RQ game, once I had pointed out the option, things very suddenly changed, players started accepting offers of surrender rather than fighting to a death. In the immediately following scene they negotiated a deal rather than storm the barricades. It was a surprisingly refreshing change of play style.

Thinking back on it, as GM, half of the problem is my own. I too expect players to be heroes, but on occassion I find myself expecting my NPCs to be heroes also. I unconsciously start 'playing' the game and turning it into an 'us vs them' scenario, which finds me being reluctant to surrender also. When both sides are thinking that way then the situation quickly becomes a 100% casualty result, which is ridiculous.

People do NOT want to die, players and npcs want to live, but in a game we don't really have to worry about that. Morale and fear of death rarely enter into the game play, especially once 'monsters' enter the combat. Most monsters are essentially psychopathic suicidal nutters.

The experience I had with the RQ game above triggered me to think more about this, hence this post. It occurs to me that there must be ways to use 'defeat' and surrender as part of the gameplay, without it meaning failure... or even more to the point, what is wrong with player's failing? Is failure not a realistic outcome on occassion?

Apart from the 'ransom' tradition of RQ, there are shortcuts you can use as  GM. This is already implied in the use of 'mooks' by some game systems. Not only do 'mooks' die quickly, they vanish quickly also... ie they fail their morale test and run away. This 'run away' thing however can be near impossible in some game systems... and players can be particularly persistent in tracking every single npc down.  So one avenue is to use mooks more, and give them really low values, and have them vanish into thin air... you just have to get your players to buy into the system.

Thats a good start for NPCs. I need to think more about players... but I am pretty sure it will come down to offering them an incentive to surrender. Surrender has to be made attractive.



Sunday, 6 November 2016

A Shadowrun 5e setup for Roll20

I recently started a game of Shadowrun 5e on Roll20 with a group of friends. I wanted to make use of as much of my previous experience with the API and the various scripts I have learned to use. SR5e however is a difficult game to adapt to Roll20 because it has a number of major difference that vary it away from the major game systems.
Some of the major changes that required work were:
  • The initiative system – a variable value generated every turn, with variable multiple action phases during each turn. 
  • A movement rate that is expended during a turn, over one or more actions, that adjusts from walking to running to sprinting as you accumulate movement.
  • A pool based roll resolution system, with limiters and exploders.
    Initially I entered the game with a simpler ambition than what I ended up with. It got more complicated due to The Aaron (Group-Init) and DarKDinDoN (MovementTracker), who responded to my requests for help by modifying their scripts and giving me copies to test, with specific settings for Shadowrun. IE they gave me what I asked for, the bastids. Some of these changes are still working their way through the Roll20 system.
    I am truly thankful for their help, even to the point of going into my games and playing with my setup to try to iron out issues.

    The other really useful tool is the SR5 character sheet template: Authors:Gerdofal - Chad on Roll20. Based on a sheet by Neirin D. and JoeIngledew.

    It took me a while to get used to this sheet, and a bit of effort to get parts of it working (mostly my own fault for not filling ALL fields, like it tells you to). But I am now very happy with it, if only my players would fill it out correctly.

    Scripts
    So the following is a list of all the scripts I have loaded. I will group them into two groups – essential ones for SR, and others.

    @ indicates scripts available through the Library… but I may have an early release.

    Essential:
      Optionals:
        The following system scripts are also used, but should be loaded as a result on one of the above:
        • VectorMath @
        • MatrixMath @
        • PathMath @
        • TokenCollisions @
        • IsGM @
        • HTMLBuilder @

          GroupInitiative (v0.9.21) + TurnMarker.
          Essential to controlling the SR turn order. Then Aaron added a whole bunch of features to this shortly after I spoke to him about using it for SR. I’m not sure if he had them in the works already or if my questions prompted them but they are great.
          Setting it up:
          Note: this uses attributes from the Character Sheet, which must be loaded and created. Players can generate their initiative scores from the character sheet itself, but it is much easier to generate a whole bunch of player+npc scores at once using this script. Not to mention the other advantages that will be listed below.
          !group-init –add-group –bare|reaction|current –bare|intuition|current –bare|initiativemisc|current –tiebreaker|reaction|current
          !group-init –del-group 1 (remove the default group it comes set to).
          You need to set the following buttons from the menu:
          Roller = Individual-Roll
          Sort options = Descending
          Initiative Die size = 6
          Initiative Dice Count =0
          Dice count Attribute = initiativedice
          Max decimal places = 2
          Auto Open Init = On
          Replace Roll = On
          Announcer = Partial.

          Once you have set that up you can create the following buttons:

          ClearInit: 
          • !group-init –clear
          SetInit: 
          • !group-init
          Sort: 
          • !group-init –sort
          Modify5-10: 
          • [[?{SELECT TOKEN!!!|5,5|10,10} &{tracker:-}]]
          End of Action: 
          • !group-init --adjust -10
          End of Turn: 
          • !group-init --reroll
          • !group-init --sort
          • !mt reset-turn
            Most of these should be obvious, but some notes: Modify5-10 is using the Tracker option because the option in Group-Init only works on the current active token. Aaron is working on adding an option to apply it to a selected token. The mod5-10 is needed to tokens that take interrupt actions. Be careful however not to fall for the trap of re-Sorting after Modifying, you need to adjust their position manually, because a Sort will re-sort the entire list, including g those that have already acted.
            As End of Actions are performed init values will eventually drop below 0, any token with a 0 or negative score does not get a turn and is skipped. 
            End of Turn rerolls everyones init (I don’t keep the same scores, but if you wanted to you can use the ‘stack’ features), sorts them, them the MoveTracker status is reset to allow new movement, see below.

            MoveTracker v0.1.0
            Use the menu system buttons to turn Tracker ON, strict mode ON and the important one SR Mode ON. 
            The SR mode turns move tracking resets due to an “eot” event (a players eot) off and allows move tracker to reduce progressively through the actions of a turn. 
            You can set two rings for movement limits, Walking and Running. To do this click the ADD button and add a RUN option with Agility *4, with Constraint ON. Then set a WALK option with Agility*2, with Constraint OFF.
            MT will constrain movement to these limits unless you free them up by using the Move-Constraint option.
            In my game I give the players access to a Move button with !MT on it, which allows them to access the MT Menu system for players. Options include taking moves back, but in my game I verbally tell players to not drop their tokens unless they are sure, because their vision will be updated.
            For the GM I have 3 buttons:
            Move-reset:
            • !mt reset-turn
            Move-constraint:
            • !mt toggle-turn-constraints
            Move:
            • !mt
            The reset is simply there incase something unusual happens. The constraints is for tokens that wish to SPRINT, a third class of movement in SR, which requires a skill roll and is variable in its results.
            MT is a really nice tool, but it does have a few short comings:
            The area effect layer it applies can be annoying at times, covering things. It can also, at rare times, get in the way of selecting things if the layering is not quite right. This doesn’t happen very often and I have yet to pin down under what conditions it occurs. 
            The area effect layer can also be less effective if you are using dynamic lighting and you have a very tight field of view… like in a group of offices with walls everywhere.
            I would like for it to have a ring lines rather than an area of effect colour, as an optional.

            TurnMarker.
            TM tracks the current token at the top of the init order. It places a nice graphic under it and if you turn the AUTOPULL option ON it will re-center on that token. Its one failing is that it doesn’t ‘select’ that token (I believe there is an PAI issue for why that doesn’t happen).
            There are a bunch of announcement options you can use so that message appear in chat when a token has finished, or starts its turn. This connects nicely with StatusTracker, which will display Status marker messages at the same time for the new token.
            One thing you have to remember with TurnMark is that it is linked to the current Page Focus, the flag you move around on your pages that determine what players see. 
            I have had occasions where the TM icon/image gets lost or confused, especially with MT. Most of this confusion will be resolved by simply moving the current token one square. I have other occasions where the icon/image seems to vanish, or just not deploy at all. I strongly suspect that this is my problem, I forgot to do something, or I did something wrong, but I haven’t worked out what it is that I did, yet.
            The TM icon can be cleared from screen by closing the Init Tracker, or clearing all tokens from the InitTracker (using the Clear button).

            TokenNameNumber.
            The purpose of this script is simply to add a number to the end of any token you deploy from the Journal. This allows you to deploy multiple copies of a token so it appears as Token 1, Token 2, Token 3 etc. It does this automatically, and adjusts for numbers currently in use, or removed, from the table.
            There is a process to setting it up correctly however, and as I don’t like RTFM it took me a while to get it right. But it is worth doing.
            What I use it for is to create a Journal entry for a character/creature, assign values and images to it (using the SR character sheet or manually creating your own as I will describe later).
            Once you have a token for your Journal, open it and assign the Journal to it (Represents Character). Then add %%NUMBERED%% to what ever Name you assign it, so Wolf would become Wolf %%NUMBERED%%. Save the token. Open the Journal and edit it, remove the current token image (Default Token) and assign the new one. Close. Deploy a new token from the Journal to the table and it will be renumbered. You can delete the token with the %%NUMBERED%% still showing.
            The advantage of this, assuming you do NOT bind any attributes to the token, is that you can setup a single Journal for a monster and then deploy multiple copies of it. Further, if you assign values to Bar1,2,3 before you save it to the journal above, it will deploy with those values, ready to use. Alternatively you can use a macro to quickly assign values, as I will show below. For my purposes I use Bar 1=HPs (single track only for NPCs), Bar2=Ammo and Bar3=armour value. How I use these, and why, I explain below.

            TokenMod, GSAttk, ChatSetAttr, Reset.
            Each of these modify Attributes in a Journal in some way. Each of them is good for doing a few things that I wanted, but each of them seems to have a hole in some area, mainly to do with handling current vs max attribute values. It is actually very likely that I am simply missing something and I don’t really need all of them, but that’s the way it worked out, I am happy to be educated.
            Reset: is a collection of small programs that someone wrote, which I have hatcheted into various forms at times. Simple one use functions.
            The main places I use them is with four buttons used for setting up NPCs and player tokens. So I will just go through what each does.
            Template: a macro for apply attributes to an NPC token. Rather than use the full character sheet I only need a few values for NPCs, so I create them with this script, and the following ones. I probably don’t even need this many values, old habits.

            Template.
            !gsa -c @{selected|character_id} {{
            --body|?{body|3}
            --agility|?{Agility|3}
            --reaction|?{Reaction|3}
            --strength|?{strength|3}
            --willpower|?{willpower|3}
            --logic|?{logic|3}
            --intuition|?{Intuition|3}
            --charisma|?{charisma|3}
            --initiativemisc|?{initiativemisc|0}
            --initiativedice|?{initiativedice|1}
            --matrixinitiativemisc|?{matrixinitiativemisc|0}
            --matrixinitiativestat|?{matrixinitiativestat|7}
            --matrixinitiativedice|?{matrixinitiativedice|1}
            --astralinitiativemisc|?{astralinitiativemisc|0}
            --astralinitiativedice|?{astralinitiativedice|3}
            --npcphysical|?{npcphysical|10}
            --magic|?{magic|6}
            --skills|?{skills|3}
            --armour|?{armour|9}
            }}
            !setattr --sel --Ammo|10|10
            !token-mod --set bar1_link|npcphysical bar2_link|Ammo bar3_link|armour
            !setbars
            !token-mod --set bar1_link| bar2_link| bar3_link|

            QuikTemplate: (no prompting)
            !gsa -c @{selected|character_id} {{
            --body|3
            --agility|3
            --reaction|3
            --strength|3
            --willpower|3
            --logic|3
            --intuition|3
            --charisma|3
            --initiativemisc|0
            --initiativedice|1
            --matrixinitiativemisc|0
            --matrixinitiativestat|7
            --matrixinitiativedice|1
            --astralinitiativemisc|0
            --astralinitiativedice|3
            --npcphysical|10
            --magic|6
            --skills|3
            --armour|9
            }}
            !setattr --sel --Ammo|10|10
            !token-mod --set bar1_link|npcphysical bar2_link|Ammo bar3_link|armour
            !setbars
            !token-mod --set bar1_link| bar2_link| bar3_link|

            SetNPCBars (for resetting tokens quickly).

            !token-mod --set bar1_link|npcphysical bar2_link|Ammo bar3_link|armour
            !setbars
            !token-mod --set bar1_link| bar2_link| bar3_link|

            The thing that you might wonder about is the !setattr command. As far as I can tell tokenmod doesn’t set MAX values for attributes… so I use setattr to put a max value into ammo, so I can reload it if need be (see Ammo later).
            The rest of the optional scripts should be reasonably self evident, and rather than go through and explain all about them (follow the links if you want to know), I will instead go through what other buttons I have set up and what they do.

            GM Buttons.


            NPC-Attack:
            !power {{
            --format|atwill
            --name|@{selected|token_name} attacks.
            --Target:| ~R@{target|token_name}~R
            --AttackRoll:|~R[[ (@{selected|agility}+@{selected|skills} + ?{Mods|0} - [[floor(@{selected|bar1|max}-@{selected|bar1})/3) ]])d6s>5 ]] ~R
            }}
            !token-mod {{
            --set bar2_value|-1 
            --ids @{selected|token_id}
            }}

            The last bit reduces the NPCs Ammo value by 1. As a house rule we give NPCs 10 ammo and deduct 1 everytime they shoot, regardless of attack type or weapon ammo supply. Its just a simplification.

            NPCReload:

            !token-mod --set bar2_reset|

            NPC-Skill

            !power {{
            --format|atwill
            --name|@{selected|token_name}.
            --SkillRoll:|~R ?{Skill|Skill} [[( ?{Dice Pool|7} + ?{Mods|0} - [[floor(@{selected|bar1|max}-@{selected|bar1})/3]] )d6s>5]] ~R
            }}

            NPC-Avoid/Soak

            !power {{
            --format|atwill
            --name|@{selected|token_name} Avoidance roll
            --AvoidRoll:|~R[[(@{selected|reaction} + @{selected|intuition|0} + ?{ModAvoid|0} - [[floor(@{selected|bar1|max}-@{selected|bar1})/3) ]])d6s>5 ]] ~R
            }}
            !power {{
            --format|atwill
            --name|@{selected|token_name} Soak roll.
            --SoakRoll:|~R[[(@{selected|body} + @{selected|armour} +?{AP|0} - [[floor(@{selected|bar1|max}-@{selected|bar1})/3) ]])d6s>5 ]] ~R
            }}
            You have to be careful with this one, the results sometime come out not in the same order.

            Roll-Simple

            !power {{
            --format|atwill
            --name|@{selected|token_name} Simple Roll.
            --PoolRoll:|~RSuccesses:[[?{Dice Pool|0}d6s>5]]~R
            }}

            Mark-clear

            !mark-clear

            Bump and BumpCr8

            !bump-slave –push

            SFX

            /fx ?{Type|beam|bomb|breath|bubbling|burn|burst|explode|glow|missile|nova|splatter}-?{Colour|acid|blood|charm|death|fire|frost|holy|magic|slime|smoke|water} @{target|token_id}

            Fire-x

            /fx nova-fire @{target|token_id}
            Various sound effects, eg Shotgun
            !sfx song:Shotgun01 action:play unique:true volume:50
            !sfx song:Machinegun action:play unique:true volume:50

            The Player Bar.

            For players we try to track ammo…

            AdjustGunClip

            !ammo @{selected|token_id} ?{Gun name} ?{Adjust clip|0,0|-1,-1|-2,-2|-3,-3|-6,-6|-10,-10|-20,-20|1,1|5,5|10,10}

            ANewGun

            !setattr --sel --?{GunName}|?{Clip}|?{Clip}

            aReload

            !resetattr --sel --?{Gun name}
            Roll-Edge
            !power {{
            --format|atwill
            --name|@{selected|token_name} Simple Roll.
            --PoolRoll:|~RSuccesses:[[?{Dice Pool|0}d6!s>5]]~R
            }}

            SetLight

            !token-mod --set light_radius|?{light radius|20} light_dimradius|?{dim radius|5} light_angle|?{Angle|360} light_otherplayers|?{YesNo|yes}

            SetSight

            !token-mod --set light_multiplier|?{Light xMod|1} light_losangle|?{Angle|360} light_hassight|?{YesNo|yes}

            StatAdd

            !StatusAdd ?{Status name} ?{Status Duration, -1 for perm} ?{Status description} ?{Type GM for GM only} // ?{Status Indicator|Purple|Red|Blue|Green|Brown|Pink|Yellow|Skull|Broken-heart|broken-skull|death-zone }
            StatAll, StatClrAll, StatDel… should be easy to work out.

            Whisper

            /w ?{Target|gm|Storme|Jackson|Moonraker|Buzz|Brock|Bruce|Indigo|Kat|Solomon|Wolfric} ?{Message}




            MT active...



            PS If you are wondering how I have my macro bar over three lines: https://app.roll20.net/forum/post/476678/slug%7DNot perfect but simple and works.



            Reset script….no idea where I got it from sorry.
            ;on("chat:message", function(msg) {
                'use strict';
                // Exit if not an api command
                if (msg.type != "api") return;
            
            
                // Get the API Chat Command
                msg.who = msg.who.replace(" (GM)", "");
                msg.content = msg.content.replace("(GM) ", "");
                var command = msg.content.split(" ", 1);
            
            
                // Removes all status markers from selected tokens...
                // Usage: !clear
                if (command == "!clear") {
                    _.each(msg.selected, function(obj) {
                        var Token = getObj("graphic", obj._id);
                        var DefaultIcons = "";
                        if (Token.get("represents") !== "") {
                            DefaultIcons = findObjs({_type: "attribute", name: "DefaultIcons", _characterid: Token.get("represents")})[0];
                            DefaultIcons = (DefaultIcons !== undefined) ? DefaultIcons.get("current") : "";
                        }
                        Token.set("statusmarkers", DefaultIcons);
                    });
                }
            
            
                if (command == "!setbars") {
                    _.each(msg.selected, function(obj) {
                        // Get the Token and its max bar values...
                        var Token = getObj("graphic", obj._id);
                        var DefaultIcons = "";
                        var bar1value = Token.get("bar1_value")
                        var bar2value = Token.get("bar2_value")
                        var bar3value = Token.get("bar3_value")
            
            
                        // If the Token represents a character, check to see if the Token
                        // has any default icons to set. Usage should be markername@value
                        // Example: grenade@2
                        if (Token.get("represents") !== "") {
                            DefaultIcons = findObjs({_type: "attribute", name: "DefaultIcons", _characterid: Token.get("represents")})[0];
                            DefaultIcons = (DefaultIcons !== undefined) ? DefaultIcons.get("current") : "";
                        }
            
            
                        // Reset bar values and remove all status markers except those 
                        // marked as default icons...
                        //if (Bar1Max !== null) Token.set("bar1_value", Bar1Max);
                        Token.set("bar1_max", "");
                        Token.set("bar2_max", "");
                        Token.set("bar3_max", "");
                        Token.set("bar1_max", bar1value);
                        Token.set("bar2_max", bar2value);
                        Token.set("bar3_max", bar3value);
                        Token.set("statusmarkers", DefaultIcons);
                    });
                } 
            
            
            
            
                if (command == "!sort") {
                    if (msg.type !== 'api' || msg.content !== '!sort') return;
                    let order = Campaign().get('turnorder');
                    if (order.length) {
                        order = _.sortBy(JSON.parse(order), (t) => parseFloat(t.pr));
                        order.reverse();
                    }
                    Campaign().set('turnorder', JSON.stringify(order));
                } 
            
            
            });