Adventure
Sphere is a game of cooperative storytelling wherein the GM and players work together to tell an epic story of fantastic adventure, dramatic intrigue, harrowing danger, and cathartic victory. The chief end of all the rules, guidelines, and suggestions throughout this book is to foster an environment where players and GMs feel inspired to create a living story together. This section focuses primarily on the tips and tricks both players and GMs can use to enhance the role-playing experience.
Golden Rules
While many rules and guidelines have been suggested on this site, in order to get the most enjoyment out of Sphere, these four rules should be followed above all others:
Rule #1: Respect One Another
Mutual respect is a must for any group activity. Recognize that your fellow players have different life experiences, goals, and points of view from you. Don’t let interpersonal conflict ruin your gaming experience – do your best to reconcile your differences outside of the game table so the group can enjoy playing without any personal drama.
Rule #2: Get in Character
Much like an actor of stage or screen, you are not portraying yourself, but taking on the role of a character in the game’s world. Therefore, it is of critical importance to divorce your mindset from that of your character. When making a decision, you are doing so as your character. When interacting with an NPC, it’s as your character. What are they feeling in this moment? What experiences, personality traits, and inner demons affect their perception of the world? What would they do in this particular situation?
Rule #3: Avoid Distractions
When it’s time to game, turn the TV off, close any non-game related websites, and put your phone on vibrate. Distractions like these make it hard to pay attention to the many moving parts of the game. They prevent you and your fellow gamers from immersing yourselves into the role-playing experience and should be eliminated or at least minimized.
Rule #4: Have Fun!
The point of any game is entertainment. Fun is this game’s number one priority. If you’re not having fun playing the game, something is wrong! Find out what you and your fellow players enjoy most about RPGs and put a premium on the experiences that are the most entertaining for your particular group.
Rule #1: Respect One Another
Mutual respect is a must for any group activity. Recognize that your fellow players have different life experiences, goals, and points of view from you. Don’t let interpersonal conflict ruin your gaming experience – do your best to reconcile your differences outside of the game table so the group can enjoy playing without any personal drama.
Rule #2: Get in Character
Much like an actor of stage or screen, you are not portraying yourself, but taking on the role of a character in the game’s world. Therefore, it is of critical importance to divorce your mindset from that of your character. When making a decision, you are doing so as your character. When interacting with an NPC, it’s as your character. What are they feeling in this moment? What experiences, personality traits, and inner demons affect their perception of the world? What would they do in this particular situation?
Rule #3: Avoid Distractions
When it’s time to game, turn the TV off, close any non-game related websites, and put your phone on vibrate. Distractions like these make it hard to pay attention to the many moving parts of the game. They prevent you and your fellow gamers from immersing yourselves into the role-playing experience and should be eliminated or at least minimized.
Rule #4: Have Fun!
The point of any game is entertainment. Fun is this game’s number one priority. If you’re not having fun playing the game, something is wrong! Find out what you and your fellow players enjoy most about RPGs and put a premium on the experiences that are the most entertaining for your particular group.
The GM
The Game Master (GM) is the creative force behind the game, the clockmaker who makes sure all the game’s moving parts are working in tandem towards the goal of telling a compelling story. Game Masters should be well-versed in the rules so that he doesn’t have to constantly consult his rulebook, creative enough to come up with a setting and story, and be able to improvise on the fly.
The GM does not necessarily have to be the group’s logistical coordinator, arranging game dates and meeting times – in fact, it’s often better that they don’t perform these functions as doing so takes away from the time they could spend preparing for the next session.
The GM wears many hats, from world builder and storyteller, to mediator and referee. While players can help with their share of the storytelling and number crunching, the GM makes sure that everything behind the scenes is working as it should.
The GM as Creator
As the primary storyteller for the game, it’s the GM’s responsibility to determine the story’s Setting; the fantastical world in which it takes place. The setting resources outlined in Book 1 (and later on in this Book) can give the GM a head start, but the task of breathing life into the setting by customizing its details falls squarely on the GM’s shoulders.
Before the game begins, the GM should spend a substantial amount of time designing his setting, the NPCs who live there, and the adventures the PCs will have there.
The GM as Storyteller
Once the game world is set in place, it’s the GM’s job to move the action along a path that tells an engaging story while allowing players the freedom to explore the world and make meaningful decisions that impact the story and can even change the plot’s entire trajectory. Planning ahead and improvising well are the keys to walking this fine line.
The GM is responsible for playing the role of all non-player characters the PCs encounter. Just as the players are expected to get in character when portraying their PCs, so too should the GM get in character to play the part of the NPCs. Talking in a character’s voice, making appropriate facial expressions, and even acting out an NPC’s quirks and ticks can go a long way towards immersing players in the story.
The GM as Referee
Because of the GM’s knowledge of the over-arching plot, his familiarity with the forces behind the world, and his intimate knowledge of the story’s needs, the GM is the ultimate authority on the rules as they play out during the course of the game. He needn’t worry about making up every rule as he goes as there are many already provided in this guidebook. However, this book can’t possibly account for every situation characters might get themselves into. In places where the rules are fuzzy or absent, it is the GM’s responsibility to decide just what rules apply in this particular situation.
Share the Load
There’s a lot riding on the GM’s shoulders, but he needn’t bear the burden alone. Many players are more than willing to help the GM out, taking on the tasks they can and leaving the GM to sort out the story details they as players should be blissfully unaware of. Here are some jobs a GM can give willing players to lighten the load:
The GM does not necessarily have to be the group’s logistical coordinator, arranging game dates and meeting times – in fact, it’s often better that they don’t perform these functions as doing so takes away from the time they could spend preparing for the next session.
The GM wears many hats, from world builder and storyteller, to mediator and referee. While players can help with their share of the storytelling and number crunching, the GM makes sure that everything behind the scenes is working as it should.
The GM as Creator
As the primary storyteller for the game, it’s the GM’s responsibility to determine the story’s Setting; the fantastical world in which it takes place. The setting resources outlined in Book 1 (and later on in this Book) can give the GM a head start, but the task of breathing life into the setting by customizing its details falls squarely on the GM’s shoulders.
Before the game begins, the GM should spend a substantial amount of time designing his setting, the NPCs who live there, and the adventures the PCs will have there.
The GM as Storyteller
Once the game world is set in place, it’s the GM’s job to move the action along a path that tells an engaging story while allowing players the freedom to explore the world and make meaningful decisions that impact the story and can even change the plot’s entire trajectory. Planning ahead and improvising well are the keys to walking this fine line.
The GM is responsible for playing the role of all non-player characters the PCs encounter. Just as the players are expected to get in character when portraying their PCs, so too should the GM get in character to play the part of the NPCs. Talking in a character’s voice, making appropriate facial expressions, and even acting out an NPC’s quirks and ticks can go a long way towards immersing players in the story.
The GM as Referee
Because of the GM’s knowledge of the over-arching plot, his familiarity with the forces behind the world, and his intimate knowledge of the story’s needs, the GM is the ultimate authority on the rules as they play out during the course of the game. He needn’t worry about making up every rule as he goes as there are many already provided in this guidebook. However, this book can’t possibly account for every situation characters might get themselves into. In places where the rules are fuzzy or absent, it is the GM’s responsibility to decide just what rules apply in this particular situation.
Share the Load
There’s a lot riding on the GM’s shoulders, but he needn’t bear the burden alone. Many players are more than willing to help the GM out, taking on the tasks they can and leaving the GM to sort out the story details they as players should be blissfully unaware of. Here are some jobs a GM can give willing players to lighten the load:
- Lore Keeper: This player keeps detailed notes on important NPCs, locations, items, quest events, etc., holds onto any handouts the party receives, and may even make maps to keep track of the group’s location.
- Number Cruncher: There are a lot of numbers to keep track of, especially during combat. This player helps the GM keep track of NPC Hit Points, order of initiative, damage, and other such minutia. Assuming the GM can trust this player not to take advantage of his knowledge, he may allow the number cruncher to handle all the numbers during battle, focusing instead on enemy tactics and the contribution this conflict makes to the overall story.
- Event Organizer: When and where does the group meet? Who’s going to be there? Who’s brining the snacks? The event organizer takes charge of making sure the group has a regular time and place to meet and takes care of any details regarding the execution of the event itself.
- Quartermaster: Paper, pens, books, dice, battlemat, minifigures…the GM has to carry a lot of stuff around with him. The Quartermaster helps by either providing the materials the group needs from his own stash or otherwise making sure the group is well-equipped with all they need to play the game.
- Co-Creator: Designing a world is a big job. If the GM has another player interested in storytelling or world-building, he may consider enlisting them as a Co-creator. While the GM deals with the main storyline and big picture plot, the Co-Creator designs NPCs, locations, and maybe even a side quest or two.
- Alternate GM: If another player at the table has experience as a GM, it may be a good idea to enlist them as an Alternate GM. If the GM has to miss a session, the group can still meet as this player can fill in using notes left by the main GM. On regular game days, the Alternate GM can play certain NPCs, run combat encounters, or take on other tasks normally assigned to the main GM.
Tips & Tricks for GMs
There are a number of little tricks the GM can employ to make running a game easier. Here are a few favorites:
When to Roll
Dice offer a completely impartial arbiter to resolve a situation. What’s more, rolling dice is fun! However, it can slow down the game significantly when everything a player wants to do requires a Feat roll. Many times a player can simply state his action and it is assumed it succeeds.
If unsure whether to roll or not ask this question: does the action stand a reasonable chance of failure? Does it involve risk? Does rolling create suspense and heighten the action or does it bog everything down in accounting? If rolling makes sense or makes the game more fun, then roll! If not, let the action transpire with marginal success.
Involve the Senses
When describing the world around the players, the GM should make an effort to involve all the senses. What does the place look like? What does it smell like? What does the air taste like? What sounds do the PCs hear around them? Describing a scene using two or more senses adds a new layer of immersion to the experience, drawing players even deeper into the world.
Confidential Information
The old fashioned method of passing a note may work just fine when sharing confidential information to a player (such as something only that character sees or would know and may not wish to share with the group). Sometimes, a text message to that player’s phone may be quicker or more subtle (nothing creates suspicion at a table like passing a confidential note to a player).
Reward Good Behavior
Research from far and wide has consistently shown that positive reinforcement trumps negative reinforcement. Offering rewards for good behavior is a great way to get players to engage in actions that enhance the story – much better than berating or punishing them. For most players, seeing good behavior rewarded is enough for them to follow suit in hopes of receiving the same reward themselves.
Sphere has a built in way to reward players not only for good role-playing, but also for actions that engage the group and improve the gaming experience. By awarding players Heroic Will, the GM reinforces their behavior with a beneficial reward – this is even better if Heroic Will is given out as a physical token, glass bead, or other physical symbol of reward. Some GMs even hand out candy to be eaten as Heroic Will is spent!
Listen to the Players
Some of the best ideas for what happens next come from the very lips of the players themselves. “I’ll bet the baroness is hiding something. Maybe she’s a dragon in disguise!” “If we try to fence the gem, won’t that get the attention of the Thieves Guild?” “We’d better search this room for traps or secret passages. Maybe we’ll find something useful!” GMs would be well advised to listen to what players say during the course of the game and make note of any ideas they can incorporate later on!
Player Cards
Each player fills out an index card indicating their character name, race, Speed, Awareness, Presence, and any other information the GM deems important. The card is then folded so that it stands up in front of the player. This allows the GM to quickly see important information about each character during the game.
Keep a List
The players can throw a wrench in even the best laid plans. To keep the game moving and the setting seem alive, it can be helpful to keep a list of names for NPCs, locations, and special items.
Yes, and…
One of the cornerstones of improvisational theatre is the concept of “yes, and…” Not only do the actors allow an action or statement that changes the story to take place, they add to it with their own twist. Use of this principle in the right way can be a powerful tool for advancing a story and allowing players to have a meaningful say in the way the plot unfolds.
For example, if a player wants to forge a magical sword, the GM could say yes and allow this action, adding a unique and interesting property to the sword. Or, if the GM doesn’t feel the character is ready for such a powerful weapon, could add that the sword is flawed and in need of a magical boon (and an accompanying quest!) to finish the enchantment. In both cases, the player has been allowed to do something important and the story has moved forward.
When to Roll
Dice offer a completely impartial arbiter to resolve a situation. What’s more, rolling dice is fun! However, it can slow down the game significantly when everything a player wants to do requires a Feat roll. Many times a player can simply state his action and it is assumed it succeeds.
If unsure whether to roll or not ask this question: does the action stand a reasonable chance of failure? Does it involve risk? Does rolling create suspense and heighten the action or does it bog everything down in accounting? If rolling makes sense or makes the game more fun, then roll! If not, let the action transpire with marginal success.
Involve the Senses
When describing the world around the players, the GM should make an effort to involve all the senses. What does the place look like? What does it smell like? What does the air taste like? What sounds do the PCs hear around them? Describing a scene using two or more senses adds a new layer of immersion to the experience, drawing players even deeper into the world.
Confidential Information
The old fashioned method of passing a note may work just fine when sharing confidential information to a player (such as something only that character sees or would know and may not wish to share with the group). Sometimes, a text message to that player’s phone may be quicker or more subtle (nothing creates suspicion at a table like passing a confidential note to a player).
Reward Good Behavior
Research from far and wide has consistently shown that positive reinforcement trumps negative reinforcement. Offering rewards for good behavior is a great way to get players to engage in actions that enhance the story – much better than berating or punishing them. For most players, seeing good behavior rewarded is enough for them to follow suit in hopes of receiving the same reward themselves.
Sphere has a built in way to reward players not only for good role-playing, but also for actions that engage the group and improve the gaming experience. By awarding players Heroic Will, the GM reinforces their behavior with a beneficial reward – this is even better if Heroic Will is given out as a physical token, glass bead, or other physical symbol of reward. Some GMs even hand out candy to be eaten as Heroic Will is spent!
Listen to the Players
Some of the best ideas for what happens next come from the very lips of the players themselves. “I’ll bet the baroness is hiding something. Maybe she’s a dragon in disguise!” “If we try to fence the gem, won’t that get the attention of the Thieves Guild?” “We’d better search this room for traps or secret passages. Maybe we’ll find something useful!” GMs would be well advised to listen to what players say during the course of the game and make note of any ideas they can incorporate later on!
Player Cards
Each player fills out an index card indicating their character name, race, Speed, Awareness, Presence, and any other information the GM deems important. The card is then folded so that it stands up in front of the player. This allows the GM to quickly see important information about each character during the game.
Keep a List
The players can throw a wrench in even the best laid plans. To keep the game moving and the setting seem alive, it can be helpful to keep a list of names for NPCs, locations, and special items.
Yes, and…
One of the cornerstones of improvisational theatre is the concept of “yes, and…” Not only do the actors allow an action or statement that changes the story to take place, they add to it with their own twist. Use of this principle in the right way can be a powerful tool for advancing a story and allowing players to have a meaningful say in the way the plot unfolds.
For example, if a player wants to forge a magical sword, the GM could say yes and allow this action, adding a unique and interesting property to the sword. Or, if the GM doesn’t feel the character is ready for such a powerful weapon, could add that the sword is flawed and in need of a magical boon (and an accompanying quest!) to finish the enchantment. In both cases, the player has been allowed to do something important and the story has moved forward.
Players
Group activities are all about setting and meeting expectations. Any time a group comes together, whatever the reason, it is important to establish not only the purpose for the gathering, but what the expectations are for group behavior so that everyone is on the same page. For the sake of our discussion, let’s assume that everyone is here to have a good time playing an RPG. That covers the group’s purpose, but what about its other expectations?
Group Size
How large do you want your group to be? A game of Sphere runs best with a GM and 3-6 players. Fewer than 3 players results in challenges more difficult than they should be. More than 6 players results in easier challenges and sluggish play as each player takes time to complete their turn.
Food and Drink
Are snacks allowed at the table? What about meals? How about beverages? If food is permitted, how should players decide who brings snacks or buys pizza each session?
Side-Talk
Is talking about topics unrelated to the game allowed? How should players indicate when they are speaking as their character and when they are speaking as themselves? How should players pass sensitive information to the GM and vice versa?
Meta-Gaming
Should player knowledge be separate from character knowledge? How does the GM handle players who are obviously using knowledge their character wouldn’t have to their advantage? Are players allowed to share information between characters if those characters are absent or otherwise unable to share intel?
Mulligans and Redactions
Can players take back actions or words once the moment has passed? If a player accidentally does something really detrimental to themselves or the group, can they take it back or have a do-over?
Missing Players
How does the group handle missing players? Are their characters there but inactive (and untargetable by monsters and traps)? Does the GM or another player take control of the character for the session? Do the characters of absent players receive EXP and other quest rewards for the session or do they fall behind the rest of the group?
Rolling Dice
What happens when dice fall on the floor? Do you re-roll or let it stand as it’s found? What about when a dice lands cocked against something or in a crack? Re-roll or move the object and let if all as it may?
Types of Characters and Starting Level
What types of characters are allowed in the story? Are certain races or Classes restricted? What about Backgrounds or Keys? Do the PCs start at Level 1 or are they more powerful at the start of the adventure?
Character Names
In a world of Zevraks, Aranors, Lenaras, and Nakagos, Bob seems a bit out of place. Whether the tone of the game is serious or comedic, it is important that the names of all the characters and places in the game match the tone. Nothing breaks immersion in a serious game like encountering Fred the Dragon. Likewise, meeting Damion the Black in a comedic game can be a real buzzkill.
Genre, Tone, and Atmosphere
What type of story does the group want to tell? Do they prefer a tale of high fantasy, noir mystery, political intrigue, or a straight-forward dungeon crawl? Light-hearted or serious? What does each player bring to the table in terms of storytelling preferences?
Take an inventory of the whole group’s thoughts on these matters before setting any of the aforementioned expectations. The group should be clear with one another on what is expected at the game table in order for the session to go smoothly and for everyone to have fun.
Group Size
How large do you want your group to be? A game of Sphere runs best with a GM and 3-6 players. Fewer than 3 players results in challenges more difficult than they should be. More than 6 players results in easier challenges and sluggish play as each player takes time to complete their turn.
Food and Drink
Are snacks allowed at the table? What about meals? How about beverages? If food is permitted, how should players decide who brings snacks or buys pizza each session?
Side-Talk
Is talking about topics unrelated to the game allowed? How should players indicate when they are speaking as their character and when they are speaking as themselves? How should players pass sensitive information to the GM and vice versa?
Meta-Gaming
Should player knowledge be separate from character knowledge? How does the GM handle players who are obviously using knowledge their character wouldn’t have to their advantage? Are players allowed to share information between characters if those characters are absent or otherwise unable to share intel?
Mulligans and Redactions
Can players take back actions or words once the moment has passed? If a player accidentally does something really detrimental to themselves or the group, can they take it back or have a do-over?
Missing Players
How does the group handle missing players? Are their characters there but inactive (and untargetable by monsters and traps)? Does the GM or another player take control of the character for the session? Do the characters of absent players receive EXP and other quest rewards for the session or do they fall behind the rest of the group?
Rolling Dice
What happens when dice fall on the floor? Do you re-roll or let it stand as it’s found? What about when a dice lands cocked against something or in a crack? Re-roll or move the object and let if all as it may?
Types of Characters and Starting Level
What types of characters are allowed in the story? Are certain races or Classes restricted? What about Backgrounds or Keys? Do the PCs start at Level 1 or are they more powerful at the start of the adventure?
Character Names
In a world of Zevraks, Aranors, Lenaras, and Nakagos, Bob seems a bit out of place. Whether the tone of the game is serious or comedic, it is important that the names of all the characters and places in the game match the tone. Nothing breaks immersion in a serious game like encountering Fred the Dragon. Likewise, meeting Damion the Black in a comedic game can be a real buzzkill.
Genre, Tone, and Atmosphere
What type of story does the group want to tell? Do they prefer a tale of high fantasy, noir mystery, political intrigue, or a straight-forward dungeon crawl? Light-hearted or serious? What does each player bring to the table in terms of storytelling preferences?
Take an inventory of the whole group’s thoughts on these matters before setting any of the aforementioned expectations. The group should be clear with one another on what is expected at the game table in order for the session to go smoothly and for everyone to have fun.
Every GM wants their players to enjoy the gaming experience. A good place to start in this endeavor is to know what players enjoy most about RPGs and employ these elements into the game. Players typically fall into one or two of several broad categories.
The Actor enjoys creating and portraying a character in the fantasy world. This player most enjoys the dramatic, improvisational element of the game and may or may not care much for the nuances of the rules or battles that don’t contribute to the narrative.
Strengths: Role-playing, getting in character, drawing others into dramatic moments, storytelling
Weaknesses: Number crunching, rules, mindless action
How to Engage: Giver this player opportunities to role-play and encourage other players to participate. Create NPCs with depth and interesting situations involving them. Offer challenges that do not center around combat, but require tact, subtlety, and good role-playing to overcome.
The Casual isn’t particularly interested in playing the game for its own sake – they’re more interested in the game as a social event. While they may participate on a surface level, they’re unlikely to engage any deeper than what’s required for a basic level of play.
Strengths: Laid back, neutrality can help resolve disputes, willing to play whatever’s needed
Weaknesses: Easily distracted and can easily distract others, disappears from the table without explanation
How to Engage: Allow him to play on the periphery, prompt when needed, don’t pressure for more participation
The Explorer likes to unearth the secrets of the game world, exploring every nook and cranny for hidden treasures and clues. The joys of discovery keep this player happy as he presses the GM for the proper names of people, places, and things in the game world.
Strengths: Presses the group forward, helps the game world come alive by asking for detail
Weaknesses: Can slow the pace of the game and bore the other players with endless thirst for detail
How to Engage: Provide detailed descriptions and even props. Reward curiosity and exploration with clues, hidden treasure, and foreshadowing. Recruit this player as the group’s Lore Keeper (see p. ????)
The Fighter loves to fight, pure and simple. They are most at home kicking ass and taking names in combat. This player loves the thrill of battle, the rush of victory, even the agony of defeat. While most players enjoy combat on some level, the fighter takes it to a whole new plane, almost to the exclusion of every other part of the game.
Strengths: Good in a fight, takes bold, decisive action, is familiar with the rules of combat
Weaknesses: Starts unnecessary fights, kills characters the PCs need to work with, solves problems with brute force
How to Engage: Spring an unexpected battle on the group, include a variety of challenging, simple, and tactical battles
The Instigator makes things happen, for better or worse. This player likes to push the red button that says “do not touch” just to see what will happen. They can be both frustrating and fun to have at the table as everyone wonders what crazy stunt the instigator is going to pull next.
Strengths: Makes things happen, takes action when things get slow, there’s never a dull moment.
Weaknesses: Takes unnecessary risks that endanger the group, can be disruptive, prevents the group from deliberating
How to Engage: Include objects and NPCs that invite trouble, let them get the group into a tight spot without killing them
The Optimizer enjoys making their character powerful. They squeeze everything they can from their character, flawlessly combining abilities and items. This player takes great time and effort pouring over lists of spells and magic items in order to fine-tune their character into the perfect adventurer.
Strengths: Has a powerful, useful character, intimately acquainted with the rules and supplemental game materials
Weaknesses: Can unbalance encounters by being much more powerful than his allies
How to Engage: Dangle desired items as story hooks, let him flex his muscles, recruit as the group’s Number Cruncher.
The Tactician approaches the game like a puzzle to be solved. This player loves strategy and takes his time to make a decision, carefully weighing every option before taking action. With a love for problem solving and an analytical mind, this player favors long deliberation over rash action.
Strengths: Problem solving, tactics, analytical thinking, good at solving puzzles, riddles, and mysteries
Weaknesses: Slow to act, tends to boss other players around
How to Engage: Include puzzles and brainteasers, allow a smart plan to easily succeed, create complex NPCs and stories
The Actor enjoys creating and portraying a character in the fantasy world. This player most enjoys the dramatic, improvisational element of the game and may or may not care much for the nuances of the rules or battles that don’t contribute to the narrative.
Strengths: Role-playing, getting in character, drawing others into dramatic moments, storytelling
Weaknesses: Number crunching, rules, mindless action
How to Engage: Giver this player opportunities to role-play and encourage other players to participate. Create NPCs with depth and interesting situations involving them. Offer challenges that do not center around combat, but require tact, subtlety, and good role-playing to overcome.
The Casual isn’t particularly interested in playing the game for its own sake – they’re more interested in the game as a social event. While they may participate on a surface level, they’re unlikely to engage any deeper than what’s required for a basic level of play.
Strengths: Laid back, neutrality can help resolve disputes, willing to play whatever’s needed
Weaknesses: Easily distracted and can easily distract others, disappears from the table without explanation
How to Engage: Allow him to play on the periphery, prompt when needed, don’t pressure for more participation
The Explorer likes to unearth the secrets of the game world, exploring every nook and cranny for hidden treasures and clues. The joys of discovery keep this player happy as he presses the GM for the proper names of people, places, and things in the game world.
Strengths: Presses the group forward, helps the game world come alive by asking for detail
Weaknesses: Can slow the pace of the game and bore the other players with endless thirst for detail
How to Engage: Provide detailed descriptions and even props. Reward curiosity and exploration with clues, hidden treasure, and foreshadowing. Recruit this player as the group’s Lore Keeper (see p. ????)
The Fighter loves to fight, pure and simple. They are most at home kicking ass and taking names in combat. This player loves the thrill of battle, the rush of victory, even the agony of defeat. While most players enjoy combat on some level, the fighter takes it to a whole new plane, almost to the exclusion of every other part of the game.
Strengths: Good in a fight, takes bold, decisive action, is familiar with the rules of combat
Weaknesses: Starts unnecessary fights, kills characters the PCs need to work with, solves problems with brute force
How to Engage: Spring an unexpected battle on the group, include a variety of challenging, simple, and tactical battles
The Instigator makes things happen, for better or worse. This player likes to push the red button that says “do not touch” just to see what will happen. They can be both frustrating and fun to have at the table as everyone wonders what crazy stunt the instigator is going to pull next.
Strengths: Makes things happen, takes action when things get slow, there’s never a dull moment.
Weaknesses: Takes unnecessary risks that endanger the group, can be disruptive, prevents the group from deliberating
How to Engage: Include objects and NPCs that invite trouble, let them get the group into a tight spot without killing them
The Optimizer enjoys making their character powerful. They squeeze everything they can from their character, flawlessly combining abilities and items. This player takes great time and effort pouring over lists of spells and magic items in order to fine-tune their character into the perfect adventurer.
Strengths: Has a powerful, useful character, intimately acquainted with the rules and supplemental game materials
Weaknesses: Can unbalance encounters by being much more powerful than his allies
How to Engage: Dangle desired items as story hooks, let him flex his muscles, recruit as the group’s Number Cruncher.
The Tactician approaches the game like a puzzle to be solved. This player loves strategy and takes his time to make a decision, carefully weighing every option before taking action. With a love for problem solving and an analytical mind, this player favors long deliberation over rash action.
Strengths: Problem solving, tactics, analytical thinking, good at solving puzzles, riddles, and mysteries
Weaknesses: Slow to act, tends to boss other players around
How to Engage: Include puzzles and brainteasers, allow a smart plan to easily succeed, create complex NPCs and stories
Setting Expectations
Storytelling
One of the unique qualities of Sphere is its many worlds. GMs can set their stories in any number of established settings such as Arcadia, Thera, and Helios or create a world of their own design. More details on the setting of Sphere can be found in the Setting section. Regardless of which approach the GM chooses there are some core assumptions that a game of Sphere makes regarding the world its stories take place in. Again, GMs are free to keep, change, or discard whatever assumptions do not fit the world they envision for their story.
It is the Fourth Age
The Sphere is ancient, currently in its Fourth Age. Great civilizations now lie in ruin in the wild places of the worlds, destroyed by an apocalypse which ended the Sphere’s golden era. Progress is based largely on rediscovering the magic and technology of these lost civilizations; those courageous enough to brave such ruins hold the key to the future.
Adventure is Everywhere
Much of the worlds are wild and barely explored. Daemons and monstrous creatures lurk just beyond the pale of civilization. Corrupt and shadowy figures vie for power and influence within the worlds’ great cities. The need for heroes is great and the Sphere is brimming with opportunities for characters to rise to the occasion.
The Worlds Are Connected
The many worlds of the Sphere originally existed apart from the others, separated by an intractable sea of darkness. The Warpweir, gates connecting the worlds to one another, changed this and saw to the rise of Mankind’s golden age and eventually its great fall. Though some have been lost to obscurity, many Warpweir remain to this day, connecting the planets of the Sphere to one another. Mankind is also able to cross The Void between worlds through the use of the Infinity Engine, a rediscovered technology from the Second Age that powers ships of arcane light across the darkness.
The Mystery is Feared...and For Good Reason
Mana permeates and sustains all of creation. Those who can tap into and shape this primal force wield a strange and unpredictable power called The Mystery. Yet do so at the risk of attracting the attention of dark and destructive forces. Common folk are fearful of such power and mistrustful of those who use it. The influence of The Mystery can be found in many places; potions at the local apothecary, the ruins locals fear to approach, the outcast witch living in the swamp...The Mystery is as abundant as it is dangerous.
The Gods Are Absent
The Sphere is the home of mortals and every star, planet, and heavenly body is actually a god fleeing from the dark and terrible entities which lurk just outside the light of the Creation. Yet either by choice or some cosmic sanction, the Celestials are largely uninvolved in the affairs of Men, entrusting the day to day oversight of Creation to petty gods, dragons, and their chosen priests.
BUT WHAT IF...
GMs don’t have to abide by all of the conventions listed above. Feel free to imagine a story where…
It is Another Age
Perhaps the story takes place during the Second Age, a golden time of progress, wondrous magic, and high technology? Perhaps it takes place during the primeval emergence of Mankind’s first empires during the First Age? Or is the story best suited to the dark and bloody ruin of the Third Age? Maybe the GM would even like to imagine a tale from the Fifth Age…
Adventure is Hard to Come By
People lead mundane lives for a reason. It’s dangerous to venture out into the wilds. The worlds have reached a stable, long-lasting peace. Monsters are rare and never venture from their remote lairs. For whatever reason, the Sphere is a peaceful place where there is little need for heroes.
The Worlds Are Separate
Lightships were never invented and the Warpweir were destroyed during or after The Collapse, disconnecting the worlds from one another. While traces of the golden age remain and many races inhabit each world, it has become impossible to traverse from one planet to another.
The Mystery is Not So Mysterious
Wondrous artifacts fill the streets and skies, children play with wands, casting spells in the street, and ordinary people use The Mystery to make their lives easier. The arcane is as abundant and ubiquitous as technology is today. Not only is use of The Mystery widespread, but it is safe to use, with no risk of summoning dark powers or creating unpredictable effects.
The Gods Are Active
The gods are willing and able to intervene in the lives of mortals and do so on a regular basis either in a tangible incarnation or by indirectly influencing events with their power. Templars, Medicon, and Dragons have their place within Celestial schemes, but the gods are not above doing some of the heavy lifting themselves.
It is the Fourth Age
The Sphere is ancient, currently in its Fourth Age. Great civilizations now lie in ruin in the wild places of the worlds, destroyed by an apocalypse which ended the Sphere’s golden era. Progress is based largely on rediscovering the magic and technology of these lost civilizations; those courageous enough to brave such ruins hold the key to the future.
Adventure is Everywhere
Much of the worlds are wild and barely explored. Daemons and monstrous creatures lurk just beyond the pale of civilization. Corrupt and shadowy figures vie for power and influence within the worlds’ great cities. The need for heroes is great and the Sphere is brimming with opportunities for characters to rise to the occasion.
The Worlds Are Connected
The many worlds of the Sphere originally existed apart from the others, separated by an intractable sea of darkness. The Warpweir, gates connecting the worlds to one another, changed this and saw to the rise of Mankind’s golden age and eventually its great fall. Though some have been lost to obscurity, many Warpweir remain to this day, connecting the planets of the Sphere to one another. Mankind is also able to cross The Void between worlds through the use of the Infinity Engine, a rediscovered technology from the Second Age that powers ships of arcane light across the darkness.
The Mystery is Feared...and For Good Reason
Mana permeates and sustains all of creation. Those who can tap into and shape this primal force wield a strange and unpredictable power called The Mystery. Yet do so at the risk of attracting the attention of dark and destructive forces. Common folk are fearful of such power and mistrustful of those who use it. The influence of The Mystery can be found in many places; potions at the local apothecary, the ruins locals fear to approach, the outcast witch living in the swamp...The Mystery is as abundant as it is dangerous.
The Gods Are Absent
The Sphere is the home of mortals and every star, planet, and heavenly body is actually a god fleeing from the dark and terrible entities which lurk just outside the light of the Creation. Yet either by choice or some cosmic sanction, the Celestials are largely uninvolved in the affairs of Men, entrusting the day to day oversight of Creation to petty gods, dragons, and their chosen priests.
BUT WHAT IF...
GMs don’t have to abide by all of the conventions listed above. Feel free to imagine a story where…
It is Another Age
Perhaps the story takes place during the Second Age, a golden time of progress, wondrous magic, and high technology? Perhaps it takes place during the primeval emergence of Mankind’s first empires during the First Age? Or is the story best suited to the dark and bloody ruin of the Third Age? Maybe the GM would even like to imagine a tale from the Fifth Age…
Adventure is Hard to Come By
People lead mundane lives for a reason. It’s dangerous to venture out into the wilds. The worlds have reached a stable, long-lasting peace. Monsters are rare and never venture from their remote lairs. For whatever reason, the Sphere is a peaceful place where there is little need for heroes.
The Worlds Are Separate
Lightships were never invented and the Warpweir were destroyed during or after The Collapse, disconnecting the worlds from one another. While traces of the golden age remain and many races inhabit each world, it has become impossible to traverse from one planet to another.
The Mystery is Not So Mysterious
Wondrous artifacts fill the streets and skies, children play with wands, casting spells in the street, and ordinary people use The Mystery to make their lives easier. The arcane is as abundant and ubiquitous as technology is today. Not only is use of The Mystery widespread, but it is safe to use, with no risk of summoning dark powers or creating unpredictable effects.
The Gods Are Active
The gods are willing and able to intervene in the lives of mortals and do so on a regular basis either in a tangible incarnation or by indirectly influencing events with their power. Templars, Medicon, and Dragons have their place within Celestial schemes, but the gods are not above doing some of the heavy lifting themselves.
Plot
Genre
Setting
Theme embodies the larger concepts of a story, the ideals which inform everything else in the story from settings to plot points to the various characters that inhabit the tale. When coming up with a theme, it may help to think in terms of “life lessons”; journeys one must go through in order to grow as a person.
Some popular themes are good versus evil, change versus tradition, honor versus duty, chaos versus order, fate versus free will, coming of age, self-reliance, the fight for freedom, struggle for power, love & friendship, betrayal & revenge, war & peace, and the quest of discovery.
Some popular themes are good versus evil, change versus tradition, honor versus duty, chaos versus order, fate versus free will, coming of age, self-reliance, the fight for freedom, struggle for power, love & friendship, betrayal & revenge, war & peace, and the quest of discovery.
Just like movies and books, a game can fit into a certain genre; a stylistic core. Because of its far-reaching impact, genre is perhaps the most important campaign element to communicate clearly with players.
Adventure
The characters of this story inhabit a world of dangerous monsters, mystical treasures, and endless possibility. The mood of the game is generally light with a premium placed on exploration and action rather than deep characterization. Most fantasy games fall into this camp.
Example: Harry Potter
Comedy
The game is approached from a light-hearted angle where laughter is encouraged and no one takes the game too seriously. Tongues around the table are planted firmly in cheeks as characters make dramatic monologues, fight ridiculous enemies, and engage in hilarious, exaggerated antics.
Example: Monty Python & the Holy Grail
Drama
A serious game where players the GM approach the game with a measure of gravity, telling human stories of joy, sorrow, depravity, and courage in a fantasy world. While moments of levity are present, the story most emphasizes the weight of the dramatic situation and the consequences of characters’ actions.
Example: Game of Thrones
Epic
An Epic is like adventure, but with an element of drama and the gravitas of mythology. An epic story spans a portion of the world and involves a wide array of characters in an adventure whose consequences have far-reaching implications.
Example: Lord of the Rings
Hack & Slash
With an edgy setting full of dark magic, horrible monsters, and gritty heroes, the hack & slash places a premium on action, particularly combat. Story, intrigue, and character take a backseat to over-the-top battles, heroic deeds, and buckets of gore.
Example: Conan the Barbarian
Romance
Whether serious or light-hearted, the emphasis of a romance is on the characters and their connections to one another. Adventures can be just as frequent as any other genre, but the true interest of the story is on the character’s relationships, be they familial, platonic, or romantic in nature.
Example: Twilight
Adventure
The characters of this story inhabit a world of dangerous monsters, mystical treasures, and endless possibility. The mood of the game is generally light with a premium placed on exploration and action rather than deep characterization. Most fantasy games fall into this camp.
Example: Harry Potter
Comedy
The game is approached from a light-hearted angle where laughter is encouraged and no one takes the game too seriously. Tongues around the table are planted firmly in cheeks as characters make dramatic monologues, fight ridiculous enemies, and engage in hilarious, exaggerated antics.
Example: Monty Python & the Holy Grail
Drama
A serious game where players the GM approach the game with a measure of gravity, telling human stories of joy, sorrow, depravity, and courage in a fantasy world. While moments of levity are present, the story most emphasizes the weight of the dramatic situation and the consequences of characters’ actions.
Example: Game of Thrones
Epic
An Epic is like adventure, but with an element of drama and the gravitas of mythology. An epic story spans a portion of the world and involves a wide array of characters in an adventure whose consequences have far-reaching implications.
Example: Lord of the Rings
Hack & Slash
With an edgy setting full of dark magic, horrible monsters, and gritty heroes, the hack & slash places a premium on action, particularly combat. Story, intrigue, and character take a backseat to over-the-top battles, heroic deeds, and buckets of gore.
Example: Conan the Barbarian
Romance
Whether serious or light-hearted, the emphasis of a romance is on the characters and their connections to one another. Adventures can be just as frequent as any other genre, but the true interest of the story is on the character’s relationships, be they familial, platonic, or romantic in nature.
Example: Twilight
Where theme describes the larger, loftier concepts at play in the story, plot describes the “down to earth” details, the minutia of what happens specifically in keeping with the theme. It may help to think of plot as the various points on a map which you must travel through to get where you’re going.
If players are good at one thing, it’s throwing the plot off from where it was originally supposed to go. But take heart – there’s always a way to get the story back on track so long as the GM keeps his theme in mind and can figure a way to get from point to point.
If players are good at one thing, it’s throwing the plot off from where it was originally supposed to go. But take heart – there’s always a way to get the story back on track so long as the GM keeps his theme in mind and can figure a way to get from point to point.
Sphere can be played as a series of disconnected “one-off” adventures with no (or at most a tenuous) connection to one another. A Campaign, on the other hand, is a style of game where players venture through a consistent world, often using the same characters to weave an ongoing story. This type of game requires a bit more preparation than one-shot adventures, but can be very rewarding in terms of seeing characters develop and experiencing an unfolding story.
In order to run a campaign, the GM must decide (in no particular order) on the game’s Genre, Setting, Theme, and Plot. The GM may decide this with or without the input of the players, though getting feedback from players as to their preferences and expectations can help with creating a campaign that everyone at the table enjoys.
In order to run a campaign, the GM must decide (in no particular order) on the game’s Genre, Setting, Theme, and Plot. The GM may decide this with or without the input of the players, though getting feedback from players as to their preferences and expectations can help with creating a campaign that everyone at the table enjoys.
Theme
ADVENTURE ENVIRONMENTS
Adventures can happen anywhere, sometimes in very unusual places (the dreams of a god-like being, the belly of a whale, inside a magical painting). However, most adventures happen or at least start in one of three places.
Dungeons
Dungeons are dark and dangerous places that often serve as the base of operations for malicious creatures, a storehouse of illicit treasure, and a gauntlet of deadly traps. Many adventures are had simply by exploring and clearing a dungeon.
To design a dungeon, start by answering these questions. Doing so will not only give the dungeon consistency and believability, but will help to inspire and inform the design process.
Who Lives Here?
Most dungeons are occupied by creatures of some sort, be they the undead guardians of the Black King’s Tomb or a handful of bandits living in a cave. Who lives in this dungeon? Why here? How does the dungeon provide for their needs (food, water, air, shelter, etc.)?
What is the Dungeon’s Purpose?
A dungeon has to come from somewhere. Whether its a Second Age ruin or an abandoned windmill, this dungeon was created with a purpose in mind. Who built this structure and what was its original purpose? What is it used for now? Have the current occupants made any modifications to the structure for their own purposes? What rooms, traps, and other challenges make sense with this purpose in mind?
When Did Significant Events Occur?
Every place has a past. While it isn’t necessary to construct a complete history, giving thought towards the significant events in a dungeon’s timeline adds a great amount of depth and believability. When was the dungeon built? Who lived there? When and why did they leave? When and why did the next occupants move in? How has time changed the dungeon?
Where is the Dungeon Located?
From the materials used to build it to the dungeon’s ability to meet its occupant’s needs, location plays a significant role in every aspect of the dungeon’s past, present, and future. Where is the dungeon? How does climate and geography affect its inhabitants? Does it have any natural deterrents to entry? What role does the locale play on the dungeon’s aesthetic?
Why Explore This Dungeon?
Sometimes PCs explore a dungeon simply because it is there. Most dungeons, however, are so remote or innocuous that the casual traveler would never notice or think to explore them. What draws the PCs to this location? What makes it interesting? What stories do the locals tell of this place?
Designing a Dungeon
Most dungeons are designed on graph paper with each square representing 1 yard of space. Various symbols are used to describe the various features of the dungeon. The rooms are numbered and accompanied by a reference sheet explaining what is inside each room. For an example of a dungeon, see this section's sample adventure, The Sunken Temple
To design a dungeon, start by answering these questions. Doing so will not only give the dungeon consistency and believability, but will help to inspire and inform the design process.
Who Lives Here?
Most dungeons are occupied by creatures of some sort, be they the undead guardians of the Black King’s Tomb or a handful of bandits living in a cave. Who lives in this dungeon? Why here? How does the dungeon provide for their needs (food, water, air, shelter, etc.)?
What is the Dungeon’s Purpose?
A dungeon has to come from somewhere. Whether its a Second Age ruin or an abandoned windmill, this dungeon was created with a purpose in mind. Who built this structure and what was its original purpose? What is it used for now? Have the current occupants made any modifications to the structure for their own purposes? What rooms, traps, and other challenges make sense with this purpose in mind?
When Did Significant Events Occur?
Every place has a past. While it isn’t necessary to construct a complete history, giving thought towards the significant events in a dungeon’s timeline adds a great amount of depth and believability. When was the dungeon built? Who lived there? When and why did they leave? When and why did the next occupants move in? How has time changed the dungeon?
Where is the Dungeon Located?
From the materials used to build it to the dungeon’s ability to meet its occupant’s needs, location plays a significant role in every aspect of the dungeon’s past, present, and future. Where is the dungeon? How does climate and geography affect its inhabitants? Does it have any natural deterrents to entry? What role does the locale play on the dungeon’s aesthetic?
Why Explore This Dungeon?
Sometimes PCs explore a dungeon simply because it is there. Most dungeons, however, are so remote or innocuous that the casual traveler would never notice or think to explore them. What draws the PCs to this location? What makes it interesting? What stories do the locals tell of this place?
Designing a Dungeon
Most dungeons are designed on graph paper with each square representing 1 yard of space. Various symbols are used to describe the various features of the dungeon. The rooms are numbered and accompanied by a reference sheet explaining what is inside each room. For an example of a dungeon, see this section's sample adventure, The Sunken Temple
The Wilderness
The Sphere is a big place. Oftentimes, traveling from one locale to another can be an adventure in itself. The many dangers, wonders, and unexpected side-quests involved in getting from plot point to plot point can make an excellent source of adventure.
Wilderness Survival
Navigating through and surviving in the unpredictable wilderness requires preparation, caution, keen instincts, and a simple respect for the many dangers of the natural world. Those familiar with the wild world can take many different actions to see themselves and their traveling companions safely to their destination. The type of terrain has a distinct effect on how easy these actions are. Below is a graph of the most commonly taken wilderness survival actions and their Difficulty relative to the environment they may take place in.
Wilderness Survival
Navigating through and surviving in the unpredictable wilderness requires preparation, caution, keen instincts, and a simple respect for the many dangers of the natural world. Those familiar with the wild world can take many different actions to see themselves and their traveling companions safely to their destination. The type of terrain has a distinct effect on how easy these actions are. Below is a graph of the most commonly taken wilderness survival actions and their Difficulty relative to the environment they may take place in.
Forest |
Jungle |
Hills |
Mountain |
Marsh |
Grassland |
Desert |
Tundra |
Coast |
|
Navigate |
2 |
3 |
1 |
2 |
2 |
1 |
1 |
1 |
1 |
Find Shelter |
1 |
1 |
1 |
1 |
2 |
2 |
3 |
2 |
1 |
Find Water |
1 |
1 |
2 |
2 |
1 |
1 |
3 |
2 |
1 |
Forage |
1 |
1 |
2 |
2 |
1 |
1 |
3 |
2 |
1 |
Hunt |
1 |
1 |
1 |
2 |
2 |
1 |
2 |
1 |
2 |
Option: The Rule of Threes
As a general rule of thumb, a person can survive for 3 weeks without food, 3 days without water, 3 hours without shelter from extreme conditions, and 3 minutes without air. After these thresholds, permanent damage and even death can occur.
PCs who reach any of these thresholds receive a Wound which cannot be restored until the need that provoked the Wound is met (you couldn’t recover a Wound caused by starvation until you ate something, for example). An Endurance Feat is required for every week (food), day (water), hour (shelter), or minute (air) the need is not met; failure results in another Wound.
Overland Travel
The average person walks around 4 miles per hour at a normal pace. This rate can change significantly, however, based on outside factors. Assuming nothing else affects their speed, the average group of adventurers can travel at 50 miles per day.
Several factors can affect a group’s travel speed:
Any number of the above factors can be combined to determine the group’s travel speed. The GM may disallow certain bonuses based on common sense (such as trying to ride horses to cancel the penalties of a jungle marsh). The minimum speed a party can travel at is 5 miles per day.
Option: Forced March
Travelers may increase their overland speed by 20 miles per day. Doing so requires a Feat of endurance, however. Failing this Feat results in a Wound due to exhaustion.
As a general rule of thumb, a person can survive for 3 weeks without food, 3 days without water, 3 hours without shelter from extreme conditions, and 3 minutes without air. After these thresholds, permanent damage and even death can occur.
PCs who reach any of these thresholds receive a Wound which cannot be restored until the need that provoked the Wound is met (you couldn’t recover a Wound caused by starvation until you ate something, for example). An Endurance Feat is required for every week (food), day (water), hour (shelter), or minute (air) the need is not met; failure results in another Wound.
Overland Travel
The average person walks around 4 miles per hour at a normal pace. This rate can change significantly, however, based on outside factors. Assuming nothing else affects their speed, the average group of adventurers can travel at 50 miles per day.
Several factors can affect a group’s travel speed:
- Paved Road: +10 miles per day
- Light Forest: -10 miles per day
- Dense Forest: -20 miles per day
- Jungle: -30 miles per day
- Marsh: -20 miles per day
- Hills: -10 miles per day
- Mountains: -30 miles per day
- Sand: -20 miles per day
- Tundra: -15 miles per day
- Rainy: -5 miles per day
- Storming: -15 miles per day
- Snowing: -10 miles per day
- Blizzard: -25 miles per day
- Extreme Temperature: -10 miles per day
- Mounted: +(mount’s speed) x10
- Riding in Wagon: +40 miles per day
Any number of the above factors can be combined to determine the group’s travel speed. The GM may disallow certain bonuses based on common sense (such as trying to ride horses to cancel the penalties of a jungle marsh). The minimum speed a party can travel at is 5 miles per day.
Option: Forced March
Travelers may increase their overland speed by 20 miles per day. Doing so requires a Feat of endurance, however. Failing this Feat results in a Wound due to exhaustion.
Points of Interest
During their journey, players may encounter various oddities which prompt further exploration. GM’s may refer to the Setting page that further describes many of the interesting features of each world or he may randomly generate points of interest using the following tables. Roll 1d6 to determine the type of PoI you encounter, then roll another d6 to determine what you find there.
Points of Interest - Roll 1d6
1: Convergence
2: Geographic Oddity
3: Ruins
4: Monument
5: Monster's Layer
6: Settlement
Points of Interest - Roll 1d6
1: Convergence
2: Geographic Oddity
3: Ruins
4: Monument
5: Monster's Layer
6: Settlement
Convergence
Ley Lines are the invisible lines through which Mana flows throughout the world. Points where two or more Ley Lines meet are called Convergences. Such places are powerful sources of arcane power where natural laws are suspended. Stones float in mid-air, water runs uphill, and animals are magically warped. Roll 1d6 1: A cove of glowing, humming crystals 2: A pond of pure starlight 3: Grove of dancing lights and odd plants 4: Nightmarish forest of horrors 5: A sudden desert of rainbow sand 6: A deep cave of floating stones |
Geographic Oddity
Be it natural, man-made, or formed by strange magic, this geographic oddity catches the attention of all who pass this way. It may signify some portent. Perhaps the locals tell tales of its origin. Whatever its significance, something so strange certainly bears further investigation. Roll 1d6 1: A large stone shaped like a skull 2: A gorge that howls like tortured souls 3: Geysers, hot springs, and tar pits 4: A river flowing out from a stone 5: Stone spires jutting from the earth 6: A lone mountain in flat plains |
Ruins
Ancient or recent, the crumbling remains of a once great structure can be seen from the path, begging to be explored. Roll 1d6 1: A ruined fortress, lost to a siege 2: Second Age ruins, deeply buried 3: A ruined pirate ship, far inland 4: Cathedral to some forgotten god 5: The catacombs of ancient nobility 6: A pyramid, ageless and monolithic |
Monument
A monument to some cause or king lies before the party. Perhaps it is overgrown and all but forgotten or perhaps it has been meticulously maintained through the years. Whatever its state, those versed in Lore may find clues as to what the monument means. Roll 1d6 1: Stone statue of some ancient king 2: Fountain with a sword in the middle 3: A sprawling old cemetery 4: Enormous statue of a mythic beast 5: An altar for making sacrifice 6: Heads mounted on spikes |
Monster's Lair
The party stumbles across the home of some monstrous creature or group of creatures. The nature and disposition of this creature can be decided by the GM, or he may take a chance and let fate decide using the following tables: Lair - Roll 1d6 1: Cave 2: Ruined Tower 3: Hollow Tree 4: Behind a Waterfall 5: Abandoned Farm 6: Unnatural Swamp Creature Type - Roll 1d6 1: Lusus Naturae 2: Godling 3: Accursed 4: Dragon 5: Hominid 6: Giant Creature Status - Roll 1d6 1: Hostile, Present 2: Neutral, Present 3: Friendly, Present 4: Hostile, Absent 5: Neutral, Absent 6: Friendly, Absent |
Settlement
Mortal settlements come in all shapes and sizes - see the next section on this page for more information about the kinds of settlements characters might encounter during their travels. Roll 1d6 1-2: Hamlet (10-100 inhabitants) 3: Village (100-1,000 inhabitants) 4: Town (1,000-10,000 inhabitants) 5: City (10,000-100,000 inhabitants) 6: Metropolis (100,000+ inhabitants) |
Cities
As hubs of commerce, intrigue, and information, cities are brimming with life and activity. All but the most wild-natured adventurers prefer to spend most of their time in cities, spending their well-earned treasure and keeping an ear to the ground for their next adventure. Whether they are solving crimes, assisting the city guard, or engaging in a little political maneuvering, cities present PCs with unique opportunities for adventure seldom found elsewhere.
Cities don’t simply arise from nothing (most of the time) or thrive for an arbitrary reason. There are geographical, political, economic, and historical factors that influence a city’s current state. When incorporating a city into the story, several things must be considered in order to make the city feel like a real, living, engaging place and not just another pit stop on the way to the next adventure.
Geography
Where is the city located? Are there any interesting geological nearby? Are there important natural resources that affect the city’s economy or a source of water to sustain the population? What’s the weather like?
Geography is perhaps the single most important thing to consider when designing a city. The surrounding lands influence everything from culture to cuisine, from trade to military tactics. Cities with abundant natural resources often grow wealthy and powerful while those without such assets tend to languish. Those with natural defenses against invaders tend to fare well, especially during times of turmoil. Cities also require a source of water both for drinking and sanitation. No water, no city.
Politics & Infrastructure
Who rules the city? Are they benevolent or tyrannical? How did they come to power? How will their successor likely come to power? How much power do they actually have? Would the city be at a loss without them?
A city needs infrastructure not only to survive, but to grow and prosper. There are many, many viable types of government from democracies to tyrannical monarchies. Whatever shape government takes, its purpose is the same: to maintain order and offer basic security. Without this basic level of infrastructure, chaos ensues, crime abounds, and the wheels of commerce grind to a halt, insuring a quick (and often violent) end to the city.
Population
How many people live in this city? What are they like? How long have they been here? What minorities call the city home and how did they get there? How does the majority treat them?
Every city is a reflection of its people. Likewise, every citizen carries with them a part of the city’s spirit. The two entities are symbiotic in nature; neither can survive without the other. No city is comprised of a single type of person. The many different races, cultures, and religions of the Sphere come together (sometimes violently) in cities, especially large, prosperous trade centers. The larger the city, the more diverse and (most likely) the more volatile the tensions between groups with clashing ideals.
Economy
What do people in the city do for a living? What are they known to trade or produce? Are the people of this city generally rich or poor? Where does their money come from and where does it go?
The size of a city is directly tied to its economy; the stronger the economy, the larger the city will become as people are drawn to seek their fortunes there. Likewise, the wealthier a city is, the more tax revenue its rulers are able to collect and (in ideal cases) the stronger the city’s security and infrastructure become. Cities become wealthy by finding and filling an economic niche such as selling natural resources, manufacture, or unethical practices like slavery and the drug trade.
Culture & History
Where did the city come from? Who were its founders? What events led to the city as it is known today? What customs does the city keep? What holidays does it celebrate? What about its cuisine, religion, and art?
Every city generates culture and a history the larger and older it becomes. Eventually idiosyncrasies become a part of the city’s soul, affecting how the population both within and outside of the city view it.
Security
How is the city defended and by whom? What happens in the case of natural disasters? How much power does the city’s militia have? Who does the city consider its allies and enemies? How does the city deal with crime?
Every city needs to defend itself. This is especially true in turbulent regions where enemies abound. Even peaceful hamlets need a plan in case disaster strikes. A city’s defenses can define its culture; outer walls limit growth and create an informal caste system between those within and those outside the walls while military service distinguishes soldiers, for better or worse
Cities don’t simply arise from nothing (most of the time) or thrive for an arbitrary reason. There are geographical, political, economic, and historical factors that influence a city’s current state. When incorporating a city into the story, several things must be considered in order to make the city feel like a real, living, engaging place and not just another pit stop on the way to the next adventure.
Geography
Where is the city located? Are there any interesting geological nearby? Are there important natural resources that affect the city’s economy or a source of water to sustain the population? What’s the weather like?
Geography is perhaps the single most important thing to consider when designing a city. The surrounding lands influence everything from culture to cuisine, from trade to military tactics. Cities with abundant natural resources often grow wealthy and powerful while those without such assets tend to languish. Those with natural defenses against invaders tend to fare well, especially during times of turmoil. Cities also require a source of water both for drinking and sanitation. No water, no city.
Politics & Infrastructure
Who rules the city? Are they benevolent or tyrannical? How did they come to power? How will their successor likely come to power? How much power do they actually have? Would the city be at a loss without them?
A city needs infrastructure not only to survive, but to grow and prosper. There are many, many viable types of government from democracies to tyrannical monarchies. Whatever shape government takes, its purpose is the same: to maintain order and offer basic security. Without this basic level of infrastructure, chaos ensues, crime abounds, and the wheels of commerce grind to a halt, insuring a quick (and often violent) end to the city.
Population
How many people live in this city? What are they like? How long have they been here? What minorities call the city home and how did they get there? How does the majority treat them?
Every city is a reflection of its people. Likewise, every citizen carries with them a part of the city’s spirit. The two entities are symbiotic in nature; neither can survive without the other. No city is comprised of a single type of person. The many different races, cultures, and religions of the Sphere come together (sometimes violently) in cities, especially large, prosperous trade centers. The larger the city, the more diverse and (most likely) the more volatile the tensions between groups with clashing ideals.
Economy
What do people in the city do for a living? What are they known to trade or produce? Are the people of this city generally rich or poor? Where does their money come from and where does it go?
The size of a city is directly tied to its economy; the stronger the economy, the larger the city will become as people are drawn to seek their fortunes there. Likewise, the wealthier a city is, the more tax revenue its rulers are able to collect and (in ideal cases) the stronger the city’s security and infrastructure become. Cities become wealthy by finding and filling an economic niche such as selling natural resources, manufacture, or unethical practices like slavery and the drug trade.
Culture & History
Where did the city come from? Who were its founders? What events led to the city as it is known today? What customs does the city keep? What holidays does it celebrate? What about its cuisine, religion, and art?
Every city generates culture and a history the larger and older it becomes. Eventually idiosyncrasies become a part of the city’s soul, affecting how the population both within and outside of the city view it.
Security
How is the city defended and by whom? What happens in the case of natural disasters? How much power does the city’s militia have? Who does the city consider its allies and enemies? How does the city deal with crime?
Every city needs to defend itself. This is especially true in turbulent regions where enemies abound. Even peaceful hamlets need a plan in case disaster strikes. A city’s defenses can define its culture; outer walls limit growth and create an informal caste system between those within and those outside the walls while military service distinguishes soldiers, for better or worse