Using Jigsaw Fantasy 4: A Question of Rules

What we write is system and setting independent. While this means that things need to be adapted to your games, that is true of any published material – you know your games, your world, and your players better than anyone else after all. On the plus side this means what we write is applicable to a wider range of people and we are not tied to another company’s release schedule or edition changes.

There is one noteworthy issue in system-independent material, and that is the question of rules. If we were to publish rules for a gyik as, say, a level 8 monster in Pathfinder it may be useful for a few levels either side, but the range would be limited meaning that you would have to adapt it if your players are not in that range when you want to send them into the Sivatag Desert – and it would be almost completely useless to players of Savage Worlds. So how do you turn that gyik into a monster for your players to fight, or the giant sundew from Samudtratat Beach into an interesting terrain feature?

Well of course that depends on your game system. Most systems nowadays have advice on how to create the stats for something, and (unless you’re playing high level D&D 3.5) they’re generally pretty quick, if relatively basic. For something like Fate Accelerated (or even more so Risus) you can often just pull a few key lines out of the text and chuck a few numbers which feel right at the page and it’s sorted. Something like D&D or Gurps is more involved, but again between the guidance for creating monsters and NPCs in the book and the ideas it can certainly be done. If you find yourself struggling to create something within the guidelines given the simplest solution is often to look in the “Monster Manual” “Creature Compendium” “Baddy Book” or whatever else your chosen game calls its enemies section – look for creatures with similar abilities and just tweak them and change the description (and damage types if applicable).

When reading a description of a person, creature, plant, or anything else, look for the key parts of the description which would involve mechanics. For example the various characters in Red Lock Bay include descriptions of what they do best and what they are known for, as well as their history. That information should inform their key skill levels. The twins Daniel and Alan Herbert are skilled chefs, but just as much they are excellent showmen. It is fair to suggest they would be highly dexterous and charismatic (despite their appearance – many games unhelpfully conflate physical appearance and social ability) – many games have a stat called dexterity and another called charisma, but those which don’t will have analogues (such as agility, or charm). They also need high skills in cookery, butchery, fishing and whatever other related skills are in your game. As they are generally well respected it would be good to give them some degree of contacts, allies, or similar if your game uses them.

Ultimately, I believe, the rules should get out of the way and allow a good story to be told. Some things can be fudged , or things adapted into other things – for example Red Lock Bay’s Seaborne Ponies could use any regular pony stats with the addition of a swim skill (unless you were to take the suggestion of making them kelpies, in which case they are something altogether more complex). Sometimes, however, the mechanics are a good way to tell part of the story and there we have called out rules ideas – the Royal Panoply of Annem Ka is the only place I have felt a real need to do this. There I have made suggestions of what the various items and artifacts might do as they are awakened as their process of awakening and growing power is a key part of the story. Even here, though I have left the specifics to you – should the bonus to leadership skills that the Crown of Annem Ka provides be +2 or +5? Or should it grant proficiency in the skill?

These questions, and others, are ones that only you can answer because they depend on your world, your stories, what will help the players shine equally, and what you and your players will enjoy.

After all, is enjoyment not the entire reason we are here?

Comments

Third Thursday Freebies: A Giveaway and a Beach

Third Thursday Freebies are generally a free digital short in the Jigsaw Fantasy style, but this month we have something special.

First, the normal:

Samudratat Beach is home to a mysterious hermit and some dangerous flora and fauna. Small though it may be, it manages to be touched by both the ocean and the sandy desert – tying in to the Oceans and Deserts Kickstarter

The Giveaway

We’ve partnered with The Giveaway Geek to run a special freebie this month – we’re giving away two full sets of Location Cards.

Check out the giveaway, and make sure to share it (it even gives you extra chances to win if you do!)

-Ste

Comments

Using Jigsaw Fantasy 3: The Links

The setting material we write is not intended to be a joined up world – we’ve always written with an eye to modifying already existing worlds, whether published or homebrew. Between Jigsaw and Concept Cards, we’ve written enough that there could be a whole campaign setting in there – but that’s not their purpose.1)Using them in lieu of a structured campaign setting on the other hand is a perfectly reasonable option – it’s simply that each person doing so will end up with a different world

So Jigsaw Fantasy provides “Jigsaw Links” to help with this. How best can you use the Links in the appendix of each piece? In the Floating City, we describe the worship of Uzhangya, Goddess of the Sea. But she’s really specific – and whatever world you play, there will almost certainly be a deity of the sea already. So Uzhangya could be another sea-deity, or an aspect of an existing one, or you could swap her out with one of her fellow deities.

Continue reading →

Comments

References   [ + ]

1. Using them in lieu of a structured campaign setting on the other hand is a perfectly reasonable option – it’s simply that each person doing so will end up with a different world

Using Jigsaw Fantasy 2: Cultures

Over the last year, between the Mythic Monday blogs, Death Rites Jigsaw piece, and elements from The Floating City; Emberek Tribes 1)coming soon on Kickstarter and more, we’ve sketched out details from dozens of cultures. What use are they? How do they fit into your stories?

Somewhere to visit – most adventurers are wanderers. Each week a new planet – ahem, location. Where are we today? What strange customs do the locals follow, and what kind of trouble will the heroes get into by not observing them? Is today the feast of the God of Silence, and the travellers get no replies to their queries for bed and board? Are men forbidden from speaking to anyone outside their family? Are all the undead in the fields not a plague but a workforce?

Origin stories – every hero needs one. Why become an adventurer – no home, probably no family, no community, no job security. Robbing tombs and killing vermin isn’t high up the desirable career choices of anyone. Is your hero an outcast? Seeking revenge? Desperate?

Is the reason Our Hero left home to do with the customs common at home – assuming home still exists at all. Think of Atalanta, who in at least some versions is left on a mountainside to die as an infant, because her father wanted a boy. We gave you the passengers on the Elkeru river – dead to their homeland, even if they survive the voyage.

Continue reading →

Comments

References   [ + ]

1. coming soon on Kickstarter

Using Jigsaw Fantasy 1: Environments

Environments-21-cave
The environment is nature trying to make your life interesting. Or difficult, whichever you prefer.

Unless your entire travel segment goes “it takes three weeks, and you arrive in the next city”, you are going to need something about where you are travelling through. Even in the city, the local environment has an effect – on architecture, on clothing, even on the demeanor of the inhabitants. Compare Alexandria with Venice with Oslo. The ancient versions, not the skyscraper forests. Any era before air conditioning and central heating, where you live affects you.

But the environment is particularly relevant to those who leave the city and explore the wildernesses – notably adventurers. Hacking through a forest, isn’t quite the same as punting through a swamp, sailing a boiling sea, or trekking through the desert.

Continue reading →

Comments

Epic Environments – Deserts

Photo by Loggawiggler

Deserts

The desert is a harsh mistress… No wait, that was the moon. Anyway, deserts are harsh places. A desert is defined as anywhere that receives less than 250mm of rain a year, which means that technically parts of Antarctica are deserts. What we usually mean, though, is an area of rock and sand with very little water and even less life.

 

Death

They say you can survive 3 weeks without food, 3 days without water and 3 minutes without air (so I guess the moon really is harsher than any desert on Earth!). This means water management is extremely important if you wish to travel in the desert. What life there is tends to congregate around oases, the rare water sources which do appear in many deserts, or it lies dormant until the rare rains. In the Atacama Desert, in Chile, there is a phenomenon called the Flowering Desert – generally the area receives less than 12mm of rain a year, making it one of the driest places on the planet but every so often it receives heavy rain and the seeds germinate – for a few days the entire region is covered in thousands of species of wild flowers, and teeming with life which takes advantage of them. It is said to be absolutely beautiful.

The other problem with deserts is temperature – everyone knows deserts are hot (well, except for Antarctica), but the temperature drops rapidly at night, often falling below freezing. Many a traveller has frozen to death because they were unaware of that.  

Continue reading →

Comments

Epic Environments – Life on the Water

By Thomas Quine (Reed Islands of Lake Titicaca) [CC BY 2.0 (http://creativecommons.org/licenses/by/2.0)], via Wikimedia Commons

By Thomas Quine (Reed Islands of Lake Titicaca) [CC BY 2.0 (http://creativecommons.org/licenses/by/2.0)], via Wikimedia Commons

The world’s land is limited, and the Earth’s surface is 70% water, so finding a way to live on the sea is a very attractive proposition, but truth be told it is actually very hard to do.

There a few ways to do it – you can island hop, live in a big ship and dock occasionally, or you can build a floating village. This week we’re looking at how floating villages can work, to go with last Thursday’s freebie.

 

Floating Villages

There a few of these around the world, Ha-Long Bay: in Vietnam Lake,  Stilt Village: in Ganvie in Africa, Tonle Sap: in a lake in Cambodia, Floating Islands of Uros: Titicaca Lake in Peru and Sama-Bajau which are found in the sea around the Philippine.

Most of these places are in stationary water, and are built on stilts which support the house. Despite all being called “floating villages” few of them are actually floating on the water unsupported – but although it’s rare it is possible. Two places where this unusual feat has been managed for centuries are the Uros whose homes are made completely from reeds which are found growing in the shallows of the lake and Ha-Long Bay where they live in house made of wood on top of either bamboo rafts or (in more modern times) empty metal or plastic barrels.

People living in these villages will generally eat mostly fish, seaweed and seafood like clams and crap, this mean they get a lot of water from their food means they have to find less clean water to drink. Drinking water can be made by boiling the lake water which will kill of most of the harmful bacteria, but more often it, along with vegetables, flowers and clothing will traded for from the mainland in exchange for the fish.

People that live in such places tend to have long lean bodies, can swim before they can walk and have deeply tanned skin since they are out fishing most days and there no shade from trees that far out in the water.  

Why Do They Live There? Continue reading →

Comments

Third Thursday Freebie – Warrior Priests of the Sea

Warrior Priests of the Sea Cover

This month’s freebie is a small Noggin drawn from the Jigsaw Piece The Floating City – focusing on the priests of their Academic Quarter, who defend the elderly and the young with the gifts of their goddess.

As with all Jigsaw Fantasy products this also includes a series of “Jigsaw Links” giving advice on how to tie the elements into your own setting, using examples drawn from many different fantasy worlds.

Check out Jigsaw Fantasy’s Warrior Priests of the Sea

And if you enjoy that, you’ll love our upcoming kickstarter – so keep your eyes peeled.

Comments

Epic Environments – Wetlands

 

Wetlands in Cape May, New Jersey, USA. View of Fishing Creek Marsh with Miami Beach, New Jersey on the left. from U.S. Army Corps of Engineers Digital Visual Library

Wetlands in Cape May, New Jersey, USA. View of Fishing Creek Marsh with Miami Beach, New Jersey on the left. from U.S. Army Corps of Engineers Digital Visual Library

Wetlands

When we write faraway magical places, cultures, and creatures we are inspired by the real world. Nothing you could make up is half as weird as Mother Nature already has. If you plan to make any environment a part of your storytelling, you could do worse than go watch a couple of nature documentaries. Look what nature does, and then fantasy-fy it a little. All the creatures in the Sivatag Desert or the Floating City are inspired by real creatures, even if those inspirations are taken in unusual and fantastical directions.

That’s what you get for having a biologist on the team, who asks questions like “what are the nesting habits of kraken?” or “what are the evolutionary environmental pressures of sleeping on gold?”

Where the adventure is set matters. How you get there is part of the story.

So today, to get to the Next Place, your party have to travel through a swamp. Apart from getting their boots wet, what kind of effects does this have on your adventure? Why not just avoid describing the landscape?

Because yet another forest is boring. Because investigating a different ecosystem at the very least provides for different monsters to fight. Because just getting from A to B becomes a challenge – a reason to have the Survival skill, a reason to hire a native guide. Because the real world is diverse and beautiful and bizarre, and therefore the fantasy worlds we build really should be even more so.

 

Features Continue reading →

Comments

Epic Environments: Lands of Ice

There are many different types environments in this world – from hot wet swamps, to harsh desert to dry sheets of ice. Each environment brings with it new challenges for the people to live through.

The shape, and movement of our round world means that it can be cold in one place and warm in another and the same for night and day. Due to the tilt of the world’s rotation both the far north and south go through months without light, and even when they do have light the sun never comes much above the horizon, leaving the world with lands of ice.

Photo by Ian Mackenzie from Ottawa, Canada

Photo by Ian Mackenzie from Ottawa, Canada

Lands of Ice

Much of the world can become frozen under sheets of ice throughout the cold times, but some parts never fully thaw; Greenland, the Arctic, Antarctic and Alaska are just a few of these places. These kind of places can experience anything from a month to 6 months without sunlight, temperatures getting as low -90oc, with -50oc being commonplace in some.

When the land is covered in snow and ice there is very little food for people and animals, since not much grows for half the year there are no trees to help slow down the wind, the wind speed can get as high as 50 knots in ice storms.

Inhabitants Continue reading →

Comments