When used well, circuses are great devices in fantasy RPGs. They can introduce new characters, new adventures and new peril to an otherwise quite locale. A lot of the acts that you find in real world circuses would probably translate very well into a fantasy setting. No doubt there would still be clowns, contortionists, acrobats and people shooting apples off a volunteer’s head. However, there are certain acts that you might only find in a fantasy setting which could help to make things even more exciting and lead your characters on their next adventure.
Below are just six of the (no doubt many) different things you may find at a circus in your fantasy RPG.
Trained monsters
In the bad old days, no circus was complete without a trained lion, sea lions that could do tricks or elephants being made to march around and obey commands. While the practice has (thankfully) pretty much died out in modern times, it could be interesting to include them in an RPG with fantasy creatures. Imagine trained baby dragons flying around the big top in a beautiful synchronised ballet, a giant being used to add more height and terror to a trapeze act or a skeleton juggling its own bones.
The inclusion of trained animals could also lend itself to some interesting story elements. How do the PCs feel about the animals and their potential mistreatment? Are there groups of the population that want to free the creatures and end the circus? What happens when the creatures escape or lash out at their owners?
The freak show
Exactly what constitutes a freak show will depend largely on your setting. What are the most uncommon characteristics, races or creatures? Would people pay to see them? As well as uncharacteristically tall dwarves, a race of being from across the sea and the ever-present bearded lady, your freak show could include freaks created by magic. A magic user of dubious morals could supply monsters created by grafting two other creatures together, the mind of a sentient being trapped in an animal or an animal that can speak to humans.
Again, the moral ambiguity of a freak show could lead to some very interesting story ideas. Are the ‘freaks’ there willingly? Are their friends or family out to free them and bring them home?
Reaching across the void
One of the reasons circuses continue to be popular today is that they are a great place to marvel at spectacles, see things you never thought were possible and maybe be a little bit scared, all safe in the knowledge that actually, nothing can go wrong. In a fantasy setting, surely circus goers would pay good money to see a trained practitioner summon an all-powerful demon right in front of them.
The vast majority of the population won’t know precisely what a demon is or looks like or what constitutes a particularly scary and impressive demon. For this reason the practitioner could summon a relatively small and easy to manage demon with much the same affect. Alternatively, the whole thing could just be an illusion. Either way, it is sure to bring in the punters.
Elemental battles
In a similar vein, why would simple country folk who rarely have any interactions with magic not be completely awed and amazed by spell casters and their capabilities? With that in mind, what about pitched battles between two gargantuan elementals? Conjured by magic users and contained within a strong shield, the every day person would get to see the might and majesty of an elemental close up and enjoy the spectacle of watching two of these monsters face off against each other.
Mind control / Mind reading
To this day mind reading and hypnotism remain popular spectacles. While the use of magic might take some of the… magic out of the act, I still think there is the potential for some amazing shows. What if the mind control act wasn’t just hypnotising people to think they’re chickens but was making them undertake breath-taking, near death feats without them ever knowing they were in danger. Of course there is still a lot of fun to be had with people thinking they’re chickens or chatting up a dog thinking it to be an attractive woman as well.
Mind reading is a little less impressive in a world where there is a spell that does just that. But again, in a town (or world) where magic is relatively rare, think how amazed the local population would be to see someone read someone else’s mind. This could be open to misuse by the magic user if they also use this time to find out where they keep their valuables or decide to blackmail them with knowledge of their deepest, darkest secrets.
Trapeze / Acrobatics
Trapeze acts and acrobatics are a mainstay of a circus and would amuse and delight crowds, even in a fantasy setting. You may find however that magic makes these acrobatic skills even more amazing and death defying. What if, rather than the trapeze, people were swinging through the air propelled by magic alone, what if the magic was being cast from below by magic users on unicycles? It would take a lot of concentration, a lot of PP and a lot of trust.
Acrobatics by magic would also be a great starter for an adventure or an investigation. One of the acrobats has died, the magic caster who was supposed to be keeping them up in the air had fallen off his unicycle and lost concentration for a split second. Tragic accident or premeditated murder?
A lot of these acts might incur the wrath of local clerics or witch hunters. Some might be morally repugnant to some people. Others might want to run away with the circus and be a constant part of the wonder and excitement.
There are lots of different things that you could include in a circus and a lot of different directions it could take your characters in. What do you think you might find in a circus in a fantasy setting? Give us your thoughts on the Iron Crown Enterprises blog.
Real life critical fumbles – Travel
No matter how many adventures you’ve been on, no matter how many foes you have defeated and no matter how many villages you have saved, everyone has moments when they’re not fully paying attention or when they’re a little too hung over or when they are simply having a bad day.
That’s why fumbles exist, because no one is always at their best. In gaming terms fumbles can happen at any time and lead to you injuring yourself, injuring your friends or aiding your enemies, but fumbling in real life can be no less disastrous and fumbling travel can lead to lost belongings, lost time or loss of life.
Game prep real life critical fumbles:
01 – 25 | It rains every day you are away. Still… It could be worse |
26 – 30 | You leave your sunglasses at home. It’s mildly annoying but you can buy new ones – 5cp |
31 – 40 | You suffer terribly from jet lag – 10 to initiative |
41 – 50 | You do not speak the language and no one speaks your language – 10 to initiative and -5 to Re |
51 – 60 | It is insanely hot and you are completely unprepared. Take 5 hits for every hour you are outside. |
61 – 65 | You make the mistake of trying the local moonshine. -10 Re, -15 to initiative, -10 Me, -10 to perception, 5 hits |
66 | Your plane crashes. You are the only survivor. You swim to a nearby island, thinking it to be deserted. It isn’t. Tom Hanks is there. Lose 40 rounds as he bores you with tales of how much he misses Wilson |
67 – 70 | You fall asleep in the sun – 10 hits, A heat critical |
71 – 80 | You are bitten to shreds by insects. – 10 hits, resistance roll against poison, -5 to Re as all you can think about is itching. |
81 – 85 | Your body is not used to the local food/water/climate and begins to reject everything you eat – 20 hits, resistance roll against poison |
86 – 90 | Your phrase book was written by a prankster and you say something very rude about the market stall holder’s mother. He reacts badly – 25 hits, stunned and prone for 2 rounds |
91 – 95 | You wake up one morning and find the town you are holidaying in all but deserted. As you investigate you hear a strange rumbling. Around the corner comes a herd of stampeding bulls. -25 hits B crush critical |
96 – 99 | Whilst trying to erect your tent, you slip and bury a tent peg in your leg. You step backwards, screaming in agony and find yourself in the fire – 25 hits, bleeding at 5 hits per round, B puncture critical, A heat critical |
100 | You decide to ‘get away from it all’ by staying in a mountain-locked hotel during the winter. You slowly become possesed by an evil spirit that inhabits the hotel and kill everyone you meet with an axe. Your family flee into a hedge maze to escape your killing frenzy and you become lost and disorientated. Your last thought as you freeze to death is “I should have used the axe to chop my way out of the maze” – Death |
Director’s Briefing – July 2018
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Welcome
To the eighty-sixth Briefing and the seventh scheduled Briefing of 2018. Extraordinarily brief Briefing this month.
GenCon 2018
The RM Classic rulebooks, copies of Wedding in Axebridge and some modest restock orders have made it to Aaron and are ready for transportation in the Pointy Hat Games convoy to Gen Con.
Keep talking to Colin about all matters to do with ICE at Gen Con.
Some bad news in that Terry has had to cancel his Gen Con trip due to ill-health. He feels better now but the stress of a modern Gen Con (as opposed to Gen Cons of a generation ago.
Shadow World
Jaiman is going to the wire. All the images are in and in the pdf. Terry is battling with labels on maps – these are no good to anyone if they aren’t legible on a pdf and on a print copy. If we have to, we will do a GenCon-only print run, and then make a general print release.
In the spirit of the World Cup, we should perhaps be chanting “Terry!” (though it might sound more like Terrrrreeee!) and have an ICElandic thunderclap to support him.
HARP
The full draft manuscript of HARP Subterfuge has arrived. I read the table of contents and thought “Wow!”. This will be a great addition to HARP Fantasy. Full editing pass to come.
RMU
Additional set of corrections and improvements have been made to RMU Arms and Character Law.
Until next time
Jaiman for the win! The next scheduled Briefing will be in August 2018.
Best wishes,
Nicholas
Director, Iron Crown Enterprises Ltd
If you would like to receive the Director’s Briefing straight to your inbox each month, you can sign up to our mailing list HERE.
Roleplaying adventure hooks
Looking for inspiration for your next roleplaying adventure? Then look no further! We’ve put together these three adventure hooks to give you some ideas for your next gaming session. Enjoy!
The pet shop of horrors
A purveyor of exotic animals has been selling evil, monstrous creatures to unsuspecting villagers. The monsters are wreaking havoc. Both they and the travelling salesman must be stopped!
Synopsis
A number of local villages have been menaced by various monsters and awful creatures. After a short investigation it is discovered that these creatures were sold by a travelling salesman to unsuspecting villages (many believing they were buying more domesticated animals). The monsters need to be rounded up and then the salesman must be tracked down and stopped.
A gateway to nowhere
As you pass between two trees you are magically teleported to a strange place. With no idea as to how to get back, it’s survive or die.
Synopsis
Whilst adventuring, the party is suddenly transported to an unknown place. Unable to get back the way they came, they must find a way back and find out who or what is behind the teleportation. No doubt their motives aren’t entirely benign.
Subterfuge at the circus
The circus is in town and it’s causing a stir – And not in a good way. They’re up to something and there’s only one way to find out what. Sign up!
Synopsis
A traveling circus has stopped in the outskirts of town. While everyone was excited at first, now they’re not so sure. Townsfolk have started to go missing and the circus acts are strange and secretive. Whatever they’re up to, it must be stopped. However, the circus is only in town one more day so the adventurers will have to sign up and travel with them if they’re to stand any chance of succeeding. Who wants to be the lion tamer?
Previous adventure hook posts:
Adventure Hooks #1
Adventure Hooks #2
Adventure Hooks #3
Adventure Hooks #4
Adventure Hooks #5
Adventure Hooks #6
If you think you could turn one of these adventure hooks (or one of your own creation) into a full blown adventure module for publication, we’d love to hear from you – Get in touch >>
45 scary creatures from around the world
Whatever roleplaying game you’re playing, a good monster or evil villain can make the difference between a good campaign and a great one. That is why we thought we’d share these 45 scary and disturbing creatures from around the world.
This image was created by Kate Maloney, CEO of Costume Craze. It’s one of a number of different graphics that she has created and they’re all brilliant. You can see all of them at costumecraze.com.
Director’s Briefing – May 2018
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Welcome
Welcome to the eighty-fourth Briefing and the fifth scheduled Briefing of 2018. April seemed to disappear very quickly – I suspect some of that was being away in the Philippines followed by returning far too abruptly to teaching duties and the inevitable panic of students as final assignments and exams loom large in their horizons. The evil spectre of marking comes all too soon and the summer term teaching in June forestalls an early end to the academic year at Suffolk. I can but hope that all the students will have the good sense to pass their exams and their assignments first-time round.
GenCon 2018
It is coming closer. If you are up for running games or helping out in any way, please let Colin know as soon as possible.
It will soon be time for me to order new stock to supplement the existing material held in trust by Aaron for ICE. I will relent this year and have some RM Classic core rulebooks printed as there has been high demand by fans for these.
RMU
The RMU singularity did not happen or I would have been less willing to relent.
Shadow World
I have seen the cover image for Jaiman – it is looking very nice indeed. It’s illustration placement; it’s beating off stray tabs and newlines and other assorted nonsense that hides itself in the Excel spreadsheets only to bite in the InDesign version. Terry is having “fun”. Hang in there, Terry, it will all be worth it come GenCon.
HARP
One of the many useful things that John Duffield created as part of his work on multiple chapters of HARP Bestiary was to reconstruct the Cone concept using the enhanced College of Magics spell creation rules. I have been happily able to take this and use it to build (or more correctly refresh) Hellfire Cone for the Great Circle of the Demonologist. Other Cone spells will be appearing in HARP Something Wicked, Something Wondrous.
So where am I with the refresh of spells? The additional Cantrips have been revised (tick). The High Magic spells have been revised (tick). The Great Circle of the Demonologist (38 or is it 39? spells) has been fully revised (although I reserve the right to add more spells if some occur to me or someone makes a helpful suggestion) but this is still tick. The Sphere of the Witch and the Warlock is about two-thirds revised with the major block of spells still requiring attention being the Soulcharm spells (think a variation on a voodoo doll). The additional Universal and other extra spells for other Spheres and Circles are about halfway there. At the moment, however, I am going through the spells of the Mystic from the original College of Magics and transforming them into the Great Circle of the Mentalist. Once the Mentalist Circle is complete and the other waifs and strays have been revised, I will look closely at the additional spells in Codex and see what is sensible to recover. I will also look at the long-lost HARPer’s Grimoire and see if we should rescue any from there – if so, I will drop Chris Adams a note and ask permission to reuse them.
There are hints that another HARP manuscript will soon be coming my way in full draft, so while I find spell updating quite relaxing, I will not be lingering in this activity for any longer than necessary.
Until next time
More writing, more editing soon and generally more fun for me. The next scheduled Briefing will be in June 2018.
Best wishes,
Nicholas
Director, Iron Crown Enterprises Ltd
If you would like to receive the Director’s Briefing straight to your inbox each month, you can sign up to our mailing list HERE.
Real life critical fumbles – Game prep
No matter how many adventures you’ve been on, no matter how many foes you have defeated and no matter how many villages you have saved, everyone has moments when they’re not fully paying attention or when they’re a little too hung over or when they are simply having a bad day.
That’s why fumbles exist, because no one is always at their best. In gaming terms fumbles can happen at any time and lead to you injuring yourself, injuring your friends or aiding your enemies, but fumbling in real life can be no less disastrous and fumbling game prep can have just as serious consequences for your game.
Game prep real life critical fumbles:
01 – 25 | You decide to take your game into a completely unexpected direction. Your players don’t like it. Oh well. Nothing ventured, nothing gained |
26 – 30 | Your dog eats your notes – 10 to initiative |
31 – 40 | Accidentally rub chilli oil in your eyes after cooking making it very difficult to read your notes – perception -10 |
41 – 50 | Some of the snacks have exploded over your notes and books – 10 to initiative, – 5 to perception and -5 to leadership |
51 – 60 | You have been up all night worrying about the campaign and how it will be received by your players. You’re pretty tired – 20 to initiative, – 5 to memory |
61 – 65 | An image you were going to use as a portrait of an orcish NPC bares a striking resemblance to one of your new players – Lose two rounds as you quickly try to find a new image. |
66 | Almost all of your clothes are lost in a terrible laundry accident and you are forced to GM in a swimsuit – 30 to leadership |
67 – 70 | You forget that one of your players is lactose intolerant and all the snacks are cheese based – Lose ten rounds as they purposefully try to derail your plans |
71 – 80 | You stupidly keep your gaming books on the top shelf. As you get them down some fall on your head – 20 hits |
81 – 85 | Whilst painting some miniatures ready for your game you mistake the methelated spirits you are using to clean your brush for water – 20 hits, resistance roll against poison |
86 – 90 | You accidentally give the players the wrong address and telephone number. Spend the night alone wondering where they are and why they haven’t called. They never speak to you again |
91 – 95 | You have a great idea and rush to your desk to write it up. You are writing with such excitement that your pen slips and you stab yourself in the leg. – B puncture critical, 10 hits |
96 – 99 | You go to great lengths to create ‘love letters’ that your players will find during next week’s game. Your significant other finds them and believes that you mean to send them to someone else – Lose 20 rounds as you explain that they are props for the game |
100 | One of the secret demonic incantations that you ‘made up’ for the game turns out to be genuine. A world-destroying fire demon bursts into existence and within moments has all but destroyed the Earth. As everything that you have ever known or loved slides into non-existence, one of your less perceptive players comments “Wow! It’s so realistic” – Death |
Sci-Fi plot generator
Need an idea for your next game of HARP-SF or Spacemaster? Look no further than this Sci-Fi plot generator from the good people at WIRED.
The sci-fi plot generator uses two James Gunn movies and two Ridley Scott films as illustrations, but could be used to create an endless number of variations. Simply fill in the gaps with your own ideas or mix and match from different films/books/TV shows and you have yourself a sci-fi plot.
Source