The Black Company (aka Rawr, the Lady)

Web-Site Resources

I am willing to help out if the community decides to develop a d20 conversion for the setting. I can offer the community a central web-site to support their efforts. I can also develop web-interfaces to make managing such a site easier for the developers... Just let me know: warrenla@bellsouth.net
 
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Re: Re: Re: Re: The Black Company Campaign

Originally posted by Bendris Noulg
I understand that you're looking to achieve the standard playing style of 3E in the BC setting, but the question is: Why bother if your changes are going to make the only similarity between TBC books and the campaign be the names? . . . . . Your site doesn't indicate such a thing; It indicates FR with a different map and history.


I think this is a key difference here. My intent was never to exactly replicate the books and their story-line in a roleplaying format. Doing so limits the options of the players too much.

My intent was to take the characters and setting of The Black Company series, and create a standard D&D world in it, using The Lady, The Taken, The Dominator and all those other villains I loves so much. Where necessary I adapted the setting to fit the game, rather than vice versa. I know this is a cardinal sin for "strict constructionists" but my intent was to make the best D&D game I could, not the best recreation of the novels I could. I leave that to Master Cook himself.

For instance, Mr. Cook never intended his Dread Empire to co-exist in the same world as the Black Company. But I found that given the Eastern flavor, and the ominous feel, I felt that the Dread Empire made a fabulous primary nation for an Eastern Continent. No Eastern continent is ever mentioned in the books.

fyi, I've stolen some names from FR, and adapted them to the BC world, not vice versa. Sorry, but I really dislike the goody-good feel of FR and run a game completely the opposite in feel. (see below)

2. Grim and Harsh
Some rules are in place that impose limitations on characters, keeping out the super-heroics which proliferate 3E and thus generating what I call the "real people" effect typical of the Black Company series.

Any of my PCs will tell you that I've managed to amply retain this element. My world is extremely dark and gritty. The dark feel of the world, the NPCs, and the map as described in the books were in my mind the three most important elements of making the translation to RPG. As such I've gone to great lengths to preserve each of them.

(You should the the murial of the world now painted on the wall of our game room. I'll have to add it to the site at some point.)

In fact, the very darkness of the world often frustrates my players, many of whom are accustomed to a more traditional feel such as Forgotten Realms or Greyhawk. They usually play good characters, and find themselves trapped in a society dominated by lawful-evil. Just about every major NPC in my game is evil (or neutral with evil tendancies) and the players spend a great deal of time (just as in the books) trying to stay out from underfoot.

In fact, one of my players once asked me, "If the evil people get all the wealth and power, and respect, what do the good guys get?" To which I smugly replied, "The moral high-ground."

3. Military Action
Effort continues in the development of mass-combat rules. While we are using Mongoose's system as a base, we've found that it's not the kind of rules-set you actually want your PC in the middle of, and are thus adjusting accordingly.

There are strong elements of this too in my world, it just mainly takes place "off-stage." For the characters to be directly embroiled in these clashes at anything but the highest of levels would lead to a very short campaign. Thus far, none of my parties have really reached the "Player" level yet, although a couple characters (notably evil ones) have in "retirement."

4. Low Magic
Another 3E proliferation is the abundance and addict-like dependance on magical spells and items. This need for magical buffers and trinkets has been trimmed to less than 1/10th the standard amount.

I'd say FAR less than even this. Perhaps 1/100th of what the core rules indicate.


Going back to look at your work, it's seen that you've done just the opposite: Focused on individual characters over military action. . .

True, individual characters are the essence of D&D.

. . . brought deities and their magic into the equation. . .

Granted, again an essential element of D&D.

. . . permited the occurance of D&D "super-heroics"

You have to live to that level first.

. . . . and boosted the magic level to Core standards.

Yup.

I'd have to say, while you're using the Black Company name, my setting seems far closer to the spirit. If I were to address the option of actually running a BC campaign, I'd simply have to trim some fat from my rules. You're rules, on the other hand, can't even be considered a suitable reference since they are already so divergent from the source material.

You're probably right. However my campaign is a D&D campaign set in the Black Company world. Your hypothetical "purist BC" campaign couldn't truly be considered D&D anymore.

Not that there's anything wrong with that, but I wanted to run a D&D game, not a basically home-brewed system.

Actually, a strict interpretation of the books would have the PCs:

  • Partially responsible for the fall of Beryll.
  • Squash a revolution against the Empire.
  • Expand that Empire as far as Juniper.
  • Lead and win a revolution against said Empire.
  • Cast Limper and the Silver Spike into a bottomless void.
  • Devestate the Shadow Masters, including the destruction of no less than three major cities.
  • Eliminate all of the religious leaders of the Dahli and place the royal family in complete control.
  • Run a para-military guerilla/terrorist revolt against Soulcatcher.
  • Put-down a wanna-be goddess.
  • Destroy the most influential trade center in the South.
  • Re-establish guardianship over what's essentially a transient plane.

All true if you're willing to force the plot down the player's throats, rather than let the plot develop naturally.


I think we're both on the same page at this point. I was a D&D player long before the books were ever published, and I like to play D&D set in that world. While I'm a rabid fan of the books, that does require some adaptation from the source.

Anyway, good luck to you.
 

Re: Re: Re: Re: Re: The Black Company Campaign

Soulmage said:
I think this is a key difference here. My intent was never to exactly replicate the books and their story-line in a roleplaying format. Doing so limits the options of the players too much.
I'd have to say that you and your players perceive a false limitation, likely based on a desire to play D&D as opposed to playing The Black Company.

My intent was to take the characters and setting of The Black Company series, and create a standard D&D world in it, using The Lady, The Taken, The Dominator and all those other villains I loves so much. Where necessary I adapted the setting to fit the game, rather than vice versa. I know this is a cardinal sin for "strict constructionists" but my intent was to make the best D&D game I could, not the best recreation of the novels I could. I leave that to Master Cook himself.
Thus there's no reason for you to have defended your setting. The best I can tell, you've felt a need to run it up a flag because after a link to it was posted early in this discussion, it was dismissed by most of the participants. Why? Well, I can't speak for everyone else, but I saw no reason to dwell over the rules of a setting that, by your own admission, didn't even try to be true to the material or represent the world outside of description and NPC Alignments. You indicate limitations as being your reason, yet I can tell you that these limitations are only restrictive due to a false dependancy on what wouldn't be included, namely high magic levels, clerical healing and super-heroics.

For instance, Mr. Cook never intended his Dread Empire to co-exist in the same world as the Black Company. But I found that given the Eastern flavor, and the ominous feel, I felt that the Dread Empire made a fabulous primary nation for an Eastern Continent. No Eastern continent is ever mentioned in the books.
No harm in that...

Funny, though. You mention it to be a Black Company pre-cursor. Were you, by chance, merely stating your own desire for it to be so?

fyi, I've stolen some names from FR, and adapted them to the BC world, not vice versa. Sorry, but I really dislike the goody-good feel of FR and run a game completely the opposite in feel. (see below)
From all I can tell, it's the only part that's completely opposite. Again, I point at high-magic, divine healing and super-heroics. I'll now add Dwarves to the list.

Any of my PCs will tell you that I've managed to amply retain this element. My world is extremely dark and gritty. The dark feel of the world, the NPCs, and the map as described in the books were in my mind the three most important elements of making the translation to RPG. As such I've gone to great lengths to preserve each of them.
The question is, though: How much magic do the PCs have? Do they have vorpal weapons or dragon scale armor? Do they wield spells in the standard D&D fashion?

Describing something as grim and dark and actually developing a rules-set that makes it grim and dark are two different things.

In fact, the very darkness of the world often frustrates my players, many of whom are accustomed to a more traditional feel such as Forgotten Realms or Greyhawk. They usually play good characters, and find themselves trapped in a society dominated by lawful-evil. Just about every major NPC in my game is evil (or neutral with evil tendancies) and the players spend a great deal of time (just as in the books) trying to stay out from underfoot.
Of which, with high magic, divine healing and super-heroics, is 100x's easier than a Black Company Campaign would be.

In fact, one of my players once asked me, "If the evil people get all the wealth and power, and respect, what do the good guys get?" To which I smugly replied, "The moral high-ground."
Alas, something I can agree with. However, in a world of high-magic, divine healing, and super-heroics, one has to wonder why the situation never changes. Unless, of course, you've completely overpowered the villains with even higher magic, better divine healing and super-duper heroics.

There are strong elements of this too in my world, it just mainly takes place "off-stage." For the characters to be directly embroiled in these clashes at anything but the highest of levels would lead to a very short campaign. Thus far, none of my parties have really reached the "Player" level yet, although a couple characters (notably evil ones) have in "retirement."
Sounds more like a choice of your own. I've had no problems incorporating such intrigue in my setting at all party levels.

I'd say FAR less than even this. Perhaps 1/100th of what the core rules indicate.
Can't tell from your web site. If anything, the section on Vorpal Weapons and Dragon Hide Armor tell a different story.

True, individual characters are the essence of D&D.
Correct. D&D, not The Black Company. The Black Company is about politics, intrigue, warfare and survival, with the "brotherhood" of The Company paramount.

Granted, again an essential element of D&D.
It's only essential due to a false perception. I've done fine for years without it.

You have to live to that level first.
Only because you seem to have put a level requirement on intrigue and politics.

Yuck.

You're probably right. However my campaign is a D&D campaign set in the Black Company world. Your hypothetical "purist BC" campaign couldn't truly be considered D&D anymore.
No, you're hypocritical "play like me or you're not playing D&D" is a false limitation, one I don't live with.

Not that there's anything wrong with that, but I wanted to run a D&D game, not a basically home-brewed system.
And rather than play by-the-book D&D in a setting designed to support by-the-book D&D, you've used TBC as little more than a back drop. Which is fine. If there's an issue, it's that you've decided to defend your by-the-book-D&D take on TBC in a thread discussing alternate methods of portraying the setting for no reason other than the participants not paying much heed to your website.

All true if you're willing to force the plot down the player's throats, rather than let the plot develop naturally.
Nice little twist of words there, but let me remind you: You indicated that a strict adherence to the source material would mean that the PCs would have little effect on the world. That, like every other fact you've attempted to present as "must be's", has been proven false. Thus, it isn't the environment of the setting that would limit PCs (and their Players) from doing such things, but rather the DM's presentation of opportunity.

After all, if characters of lesser power (compared to Core standards) couldn't have an effect on world matters in a Black Company campaign, it would be because the DM has made it impossible for them to do so. The books, however, tell a different story, as such characters are usually the main focus and several times manage to change everything.

If standard D&D-type characters (high magic, divine healing, super heroics) are truly needed in a setting where such characters were never part of the equation, I would blame the DM for not being able to properly portray the setting.

I think we're both on the same page at this point. I was a D&D player long before the books were ever published, and I like to play D&D set in that world. While I'm a rabid fan of the books, that does require some adaptation from the source.
Some, yes. Thing is, you've done a lot more than some.

Anyway, good luck to you.
And to you.
 


Re: Web-Site Resources

Oberton said:
I am willing to help out if the community decides to develop a d20 conversion for the setting. I can offer the community a central web-site to support their efforts. I can also develop web-interfaces to make managing such a site easier for the developers... Just let me know: warrenla@bellsouth.net

Oberton:
I will email you later in the day. I am not in charge of the community, but I have done illustrations for the Black Company setting and started the d20 Yahoogroup.

hellbender
 

Classes for d20 BC:
NPC:
Commoner
Expert
Aristocrat (reduce combat ability?)
Warrior (angled for group combat better?)
Adept (more divination, even less combat)

PC:
Fighter
Barbarian
Ranger (Non-magical variant)
Wizard (harder spell learning rules, list overlaps with divine)
Sorcerer (Must specialize, like One-Eye)
Rogue
Monk

PrC (general):
Assassin
Commander (military leader)
Sharpshooter
Shocktrooper (elite damage absorber. Otto & Hagop?)


New Spell Learning Rules:
-Increase DC's by 5, or possibly 10.
-Decrease learning DC by 1 for every 2 spells of the same school, subschools, and descriptors known.
 

[BC magic] ideas...

Having read through this thread, I would like to contribute a few ideas (yes, I thought about running a game in this setting):

1.
There are no divine spellcasters. Divine spells are available as arcane counterparts, i.e. you have learn them. Cure spells convert lethal damage to subdual damage. Spells restoring lost ability points are most difficult to find and require sacrifice of a living being (nonsentient animal in case of temporary ability loss, sentient being otherwise).

1b.
Non human races are nonexistent.

2.
Spellcaster abilities come either from gods and other epic scale beings (through pacts) or through one's own innate talent (Magical Aptitude feat).

3.
The moment anyone takes Magical Aptitude, they become subject to "strip power" action, to be performed by anyone else with a Magical Aptitude feat. The person who wants to perform the "stripping" must know target's true name (i.e. name given at target's birth). Afterwards, the target's magical powers are lost forever unless one makes a pact (i.e. finds a different way to power her or his spells).

4.
In case of target with multiple personalities (Soulcatcher), the "strip power" must be performed against each of the personalities. However, successful stripping against one of the personalities, suppresses magical abilities of the target for a period of one month.

5.
Spellcaster's choice of classes is limited to those who memorize spells (i.e. no Sorcerers, Paladins, Bards).
All spellcasters can and must specialize in a school of magic.

6.
Maximum spell level is specified by the lowest of Intelligence, Wisdom and Charisma. However save DCs are calculated using the highest of these three abilities.

7.
In order to cast a spell, a spellcaster must perform "activate spell power" action (standard, no AoO). Afterwards, he can cast spells using only vocal and somatic components. Each round after, the spellcaster must either cast a spell or lose one spell slot (spells which require longer casting times do not cause a spell slot to be lost during spellcasting). The "active spell power" state can be ended by performing "deactivate spell power" action (standard, no AoO). This action does not cease spell effects.

8.
"Active spell power" can be used to generate other effects than spells, each requiring a different feat and each taking a standard action to perform. Use of each of those feats requires a spell slot to be used up. The effect duration is either "long" (one hour per spell slot level) or "instantaneous" or "deactivation" (until you deactivate your spell power). The "effect power" is equal to spell slot level used up. Multiple uses of the same feat are cumulative with regard to duration. The "spell power" is increased by +1 for mutlitple uses. No ability can increased beyond twice its original score.
- Superhuman Strength (long)(effect power) - gain Strength enhancement bonus
- Superhuman Dexterity (long)(effect power) - gain Dexterity enhancement bonus
- Superhuman Constitution (long)(effect power) - gain Constitution enhancement bonus

- Enhanced Healing (instantaneous)(effect power)(required Superhuman Constitution feat) - convert lethal damage (effect power) to subdual damage
- Superior Healing (instantaneous)(effect power)(required Enhanced Healing feat) - gain amount of hitpoints as if you rested for (effect power) days.

- Force Strike (instantaneous)(effect power)(required Superhuman Strength feat) - project a blast of (choose one energy type at the time of taking this feat, [Force] is a viable choice) energy inflicting (effect power)d4 damage to a single target within Short range (25 feet plus 5 feet per (effect power)).
- Force Wave (as above) - produce a cone of force.

- Burst of Speed (deactivation)(effect power)(required Superhuman Dexterity feat) - gain one move-equivalent action per round.
- Superior Burst of Speed (deactivation)(effect power)(required Burst of Speed feat) - gain one partial action per round. Does not stack with Haste effects.

9. Spellcasters do not need to memorize spells from spell books. However, they must rest eight hours to regain used spell slots.

10.
Once learnt, the spell stays spellcaster's memory. No spell book is required. Consequently, finding a new spell is much more difficult.

9.
All spellcasters can take this feat:
Counter Magic - perform a Dispel Magic versus any spell being cast in your vicinity at a cost of two spell slots.

10.
The Taken template:
Change spellcaster creature type to Undead - change hitdice do d12, keep the Constitution ability, but do not apply Constitution bonus to hitpoints.
Follow the rules for Lich Phylactery, but instead of a magic box use spellcaster's physical body (i.e. final death upon destruction of the body).

Upon being brought to 0 hitpoints, the Taken must make a Will save at DC 15 or perish. In case of successful save, increase hitpoints to 1 and lose one spell slot. Once out of spell slots, apply one point of Permanent Constitution damage (represents destruction of Taken's body) instead of losing spell slots.
The Taken reduced to 0 Constitution is irrevocably slain.


Hope this helps,
Ruemere
 
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For non-spellcasting Ranger I suggest The Woodsman Class from Wheel Of Time. What I also like in Wheel Of Time is the fact that all Classes have at least 4 skill points per level- in BC Campaign skills would be much more important than in standard dungeon crawling. I also use House Rule that all Characters can choose two additional background Skills.
 

Re: soulmage

jgbrowning said:
just checked out your site...

if i remember right the jewel cities are on the northern coast of the southern continant.

joe b.

My understanding from the books is that the jewel cities actually comprise a collection of cities on both the Northern coast of the Southern Continent, and the Southern coast of the Northern continent.
 

Re: Re: Re: Re: Re: Re: The Black Company Campaign

No, you're hypocritical "play like me or you're not playing D&D" is a false limitation, one I don't live with.

I think you've missed the point of my last post. I was aknowledging that there are some philisopical differences between us.

I don't feel you're playing D&D any longer once you've modified the rules so heavily.

You don't feel that I'm really playing the the Black Company world.

Fine. We've both stated our positions, and neither of us is going to change the other's mind. Nor does it really matter what the other thinks, since we're both going to continue doing it "our way."

I will just point out that at no time did I make disparaging remarks using words like "hypocritical."


Funny, though. You mention it to be a Black Company pre-cursor. Were you, by chance, merely stating your own desire for it to be so?

No, I was stating the facts. The first Dread Empire trilogy was published PRIOR to The Black Company, and many of the character concepts and plot points of The Black Company series were borrowed directly from his earlier Dread Empire work.

This does not in any way lessen how good the Black Company books are. He refined much of what he had imagined earlier into an even greater series that we all adore.

The Black Company books are far superior to the Dread Empire work, although both have their good points and bad ones. The only reason this was mentioned was my example of including Cook's other work in my interpretation of the Black Company world.

Anyway. I think I've had enough of this discussion as your remarks have grown decidedly sharper in tone.
 

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