I thought I might try something a little bit different by beginning with the adventure’s as children. It’s a takeoff on the Griffin Mountain idea, but instead of beginning the game as a Primitive the players begin the game as children. The idea is that they take part in an adventure that adults either couldn’t or wouldn’t do because of their size or common sense, but youthful kids would gain some ‘initiation into the world’ benefit from it. In addition they have the opportunity to gain valuable clues and an item that will be key to solving an adventure years later.
I opened this up on another thread, but I thought it might be better to make it its own separate thread, because other GMs may like the idea and want to hash it out, here. Tell me what you think.
Players roll d4 and add the result to 11 for their starting age.
I am treating kids as a sort of profession. I think they would have better climbing and athletic skills, and I had to separate some skills because kids develop in them at different rates. So I give Acrobatics 10%, Climbing 40%, Dodge 20%, Swimming 45% (the starting village is on a river), Move Quietly 15%, Perception 25%, Animal Lore 25%, Hide 55%, Conceal 30% at age 12.
They can also have a special hobby Craft, Ride, Tracking, or Survival at 10%. Optionally they may choose one of the hobby type skills above (such as Animal Lore or Climbing – but not Perception or Dodge). The hobby skill will not decrease as other skills do because of age.
Kids lose 5% per year (on their birthdays) in Acrobatics, Climbing, Dodge, Hide, Move Quietly, Perception, Swimming until they reach their professional basic skill bonus at age 15. So a character who showed himself to be an explorer by his choice of using skills would gain +20% in World Lore and Two of Language, Lore (Astronomy), Lore (Geography), Shiphandling (Viking longships), and Survival, if he began at age 15, but his Perception would go down to 5%, and he would lose Acrobatics, his Climbing would go down to 20%, he would lose Dodge, Swimming would go down to 25%, etc.
Of course, if the kids use their skills often, they may not lose them (by virtue of them increasing by experience). And any other skills they use will increase as well, so that by the time they are 15, they will have more experience than the average beginning player (which is what you would expect if the kids were adventurous types.)
Experience rolls would come a bit more often (based on the idea that children learn faster than adults). I am toying with the idea that they will not lose any points in a year if they increase a skill by at least 5% (meaning that they would keep their base skill and increase it by 5%, as well), but I'm not sure about that yet. It would cause players to want to use those skills often just to keep them, but that may not be a bad thing. It will encourage players to use subterfuge rather than force.
I am having a problem with parents, though. The children should not be tied to parents who want to know where they are. On the other hand I want them to be part of the community (know the butcher, baker, candlestick maker, and be able to talk with them without fear of being rounded up and taken home, etc.) and I haven’t quite worked out a solid reasoning for this. I've thought about the orphan idea (the village doesn't have an orphanage- a culture thing) and I've thought about the street waif idea, but I don't like that. I don’t want to divert the thread too much with this, but any suggestions would be… helpful.
I opened this up on another thread, but I thought it might be better to make it its own separate thread, because other GMs may like the idea and want to hash it out, here. Tell me what you think.
Players roll d4 and add the result to 11 for their starting age.
I am treating kids as a sort of profession. I think they would have better climbing and athletic skills, and I had to separate some skills because kids develop in them at different rates. So I give Acrobatics 10%, Climbing 40%, Dodge 20%, Swimming 45% (the starting village is on a river), Move Quietly 15%, Perception 25%, Animal Lore 25%, Hide 55%, Conceal 30% at age 12.
They can also have a special hobby Craft, Ride, Tracking, or Survival at 10%. Optionally they may choose one of the hobby type skills above (such as Animal Lore or Climbing – but not Perception or Dodge). The hobby skill will not decrease as other skills do because of age.
Kids lose 5% per year (on their birthdays) in Acrobatics, Climbing, Dodge, Hide, Move Quietly, Perception, Swimming until they reach their professional basic skill bonus at age 15. So a character who showed himself to be an explorer by his choice of using skills would gain +20% in World Lore and Two of Language, Lore (Astronomy), Lore (Geography), Shiphandling (Viking longships), and Survival, if he began at age 15, but his Perception would go down to 5%, and he would lose Acrobatics, his Climbing would go down to 20%, he would lose Dodge, Swimming would go down to 25%, etc.
Of course, if the kids use their skills often, they may not lose them (by virtue of them increasing by experience). And any other skills they use will increase as well, so that by the time they are 15, they will have more experience than the average beginning player (which is what you would expect if the kids were adventurous types.)
Experience rolls would come a bit more often (based on the idea that children learn faster than adults). I am toying with the idea that they will not lose any points in a year if they increase a skill by at least 5% (meaning that they would keep their base skill and increase it by 5%, as well), but I'm not sure about that yet. It would cause players to want to use those skills often just to keep them, but that may not be a bad thing. It will encourage players to use subterfuge rather than force.
I am having a problem with parents, though. The children should not be tied to parents who want to know where they are. On the other hand I want them to be part of the community (know the butcher, baker, candlestick maker, and be able to talk with them without fear of being rounded up and taken home, etc.) and I haven’t quite worked out a solid reasoning for this. I've thought about the orphan idea (the village doesn't have an orphanage- a culture thing) and I've thought about the street waif idea, but I don't like that. I don’t want to divert the thread too much with this, but any suggestions would be… helpful.