The stories you and your
friends tell in Shadow of the Demon Lord focus
on characters that come together as a group. The stories explore the group’s triumphs
and defeats, the mysteries the group solves, the foes vanquished, the secrets unearthed,
and the horrors overcome. As a player, you create and control a
member of the group, and your contributions help advance the story toward its conclusion.
Level
The game uses level to describe
a group’s overall power and capability. When you create a character, the
Game Master will tell you the group’s starting level. The higher the level, the
more powerful and more complex the character becomes. Since low-level
characters are simpler to play, the game recommends that GMs set the group’s
level at 0 (or no level) for players new to Shadow
of the Demon Lord. More experienced groups may prefer to play at higher
levels since they will have more tools in their toolboxes, access to potent magic, and greater durability.
Your group’s level increases
whenever the Game Master decides. Usually, a level increase results from
accomplishing a story goal such as finding the cure to the Pox, stealing the
necromancer’s magic, stopping the cult from tearing a hole in reality, and so
on. Each time the group’s level increases, everyone in the groups gains
benefits for that level.
In
the Beginning, you Choose an Ancestry
When you create a character,
you build the identity of an imaginary person living in the world of the
Demon Lord. The game asks you to make one big choice—ancestry—and then provides
you with tools to help you refine that choice. Ancestry describes the people to
which your character belongs. Example options include humans, the easiest and
most versatile choice, the giant-blooded jotun (pronounced YO-tun), the mischievous goblin, and the clockwork,
a people made from cogs, gears, and springs. Other options may be available in
the core book and in supplements.
Your ancestry tells you the numbers
that broadly define what your character can do: it sets your starting attribute
scores, determines your Size and Speed, and provides you with one or more talents (exceptional
abilities that either modify your character or let you do something no one else
can do). To help customize your character, the creation chapter provides you
with tools for adjusting some of these numbers, to determine your character’s additional
skills, starting equipment, and offers story options to help you bring your
character to life.
If the GM sets the starting
level at 0, you are ready to play once you choose an ancestry, select your starting equipment, and record the information on your character sheet. A beginning
character is quite simple. This is intentional. I want new players to have a
chance to learn the core rules through game play. Simple characters let players
engage the core rules and master them before the game asks them to learn exceptions to
these rules.
Stories for beginning
characters tend to focus on how and why a group forms. Often, the player
characters react to a common threat and have to find a way to deal with that
threat. Furthermore, the starting story gives PCs a chance to figure out what
they want to become later. A character that spends much of the first story
fighting in hand-to-hand combat may go on to become a warrior, while another
character that discovers an incantation and successfully reads it to produce
the magical effect may be inspired to become a magician.
Paths
When the GM increases your
group level, the rules may tell you choose a path based on your level. A path
describes a way your character develops his or her abilities. You choose a
novice path when your group reaches level 1, an expert path at level 3, and a
master path at level 7. The path you choose makes improvements to your
character’s capabilities, sometimes by granting talents, letting the character learn
spells, or a combination of both. Here’s the advancement table so
you can see how this works. Note that once you make a choice for ancestry or a
path, you continue to gain benefits from that choice as the group level
increases.
Level Benefits
0 Choose an ancestry and record its
traits on your character sheet.
1 Choose a novice path and gain
the level 1 benefits from the path.
2 Gain the level 2 benefits from
your novice path.
3 Choose an expert path and gain
the level 3 benefits from the path.
4 Gain the level 4 benefits from
your ancestry.
5 Gain the level 5 benefits from
your novice path.
6 Gain the level 6 benefits from
your expert path.
7 You may choose a second expert
path and gain the level 3 benefits from that path or you may choose a master
path and gain the level 7 benefits from that path.
8 Gain the level 8 benefits from your novice path.
9 Gain the level 9 benefits from your expert path.
10 Gain the level 6 benefits from your
second expert path or the level 10 benefits from your master path.
Novice
Path
Novice paths establish, in
broad strokes, what a character trains to do. The novice paths highlight the
big archetypes of fantasy. Magician, rogue, warrior, and disciple are the
novice paths I plan to include in the core game.
A warrior is best at fighting
with weapons, whether those weapons are fists, pistols, swords, or crossbows. To reflect combat training, all warriors have an asset for rolls to
attack with weapons. (If you remember, from a previous post, whenever you have
an asset, you roll a d6 and add it to your roll of a d20.)
The magician is best at casting
spells. You might gain your spellcasting ability from studying under a witch or
wizard, having a magical heritage, bargaining with a dark power, or from some
other source as you decide. As a magician, you learn several spells, some of
which you can cast over and over again.
Novice paths gradually
introduce the more complex systems into the game. Magician plugs into the
game’s magic system, which I’ll explain in another post, while warriors can
rely on their greater accuracy or forgo that accuracy to perform stunts and
maneuvers in combat such as shoving their enemies, knocking them to the ground,
or pinning them in place with a successful roll. The options gained from the
novice paths build on the core rules the players learned in the first story and
shows how the rules bend to accommodate the various exceptions that serve to
individuate the characters in the story.
Expert
Path
When the group reaches level 3,
you choose your character’s expert path. The expert paths show how characters
fit into the story, may describe characters’ personal goals and objectives, and
demonstrates ways characters might use their novice training. The benefits you
gain from your expert path may complement those benefits gained from your
novice path or let you develop your character in a completely different way. Expert
paths do not have requirements. You can choose any path you like provided the
choice reflects what has happened in your character’s story so far. Some
example expert paths include assassin, psychic, ranger, and spellbinder.
Master
Path
You may choose a second expert
path or a master path for your character when the group reaches level 7. Master
paths focus characters’ training in narrow areas. So if you want to be the best
at casting Fire spells, choose the pyromancer path. Or, if you want to be the
best at fighting with pistols and rifles, choose the gunslinger path. Other
example paths include the knight, martial artist, telepath, and wizard. As with
all paths, the game expects you to make your choice based on what your
character has experienced and accomplished in the story.
Putting
the Paths Together
The path structure provides a
great deal of flexibility in character development. You derive all benefits
from the paths you choose, but you can choose any paths you like. And, if you
make an unusual choice, you aren’t penalized for doing so, since previous
choices continue to develop your character. Let’s take a look at three players
and the decisions they make each time they choose a path.
Mindy has played roleplaying
games before and she knows she wants to play a tough, badass warrior. She chooses
jotun for her ancestry since jotun are big and strong. She spends the first
story protecting her friends using a sword she finds. So when it comes time to
choose her novice path, she selects warrior. As a warrior, she discovers an
enchanted great sword that secretly craves blood. The weapon whispers to her
while she sleeps, awakening the bloodlust within her. When she reaches level 3,
she decides the berserker expert path best describes how her character has been
developing. Throughout her time as a berserker, she finds herself in the thick
of battle, slaughtering everyone that dares stand in her way. Mindy is having a
great time with this character, so when she gets to pick a master path, she
chooses death dealer, a master of fighting with two-handed weapons. When the
game ends, Mindy’s character is a jotun warrior-berserker-death dealer.
Jay has also played roleplaying
games before, but has no idea what he wants to play. He likes the goblin,
though, so he chooses it for his ancestry. During the first story, he finds a
pistol and has fun sneaking around and shooting people in the back, as goblins
tend to do. Jay chooses rogue for his novice path since he’s been relying on
his skills and tricks to make his way through the first story. During his time as
a rogue, Jay’s character steals a heavy book filled with magical writing. He
decides his character studies this tome so he can learn a few spells. When he
chooses his expert path, he selects mage to reflect all the time he’s spent learning
magic. Although he’s happy casting spells, he still enjoys shooting people, so
when the group reaches level 7, he picks gunslinger so he can improve his aim
with his favorite weapon. When the game ends, Jay’s character is a goblin rogue-mage-gunslinger.
Heather joins the group, having
never played a roleplaying game before. She selects human for her ancestry, as
it’s the most familiar option. During the first story, Heather’s character
finds an incantation inscribed on a piece of pottery. She reads the incantation
and saves her friends’ lives. She had fun casting the spell and wants to do
more with magic. She chooses magician for her novice path. Armed with a bevy of
spells, she has fun solving problems with her magic and occasionally blasting
her foes to bits, but she’s worried about being cornered in a fight. In the
story, Heather’s character takes time to practice fighting with Mindy’s
character. When Heather is ready to choose her expert path, she becomes a
champion—a path that enhances her fighting ability. She still gains spells from
her magician path and now has some fighting ability and toughness as well. She
finds she mixes the two a great deal during the game so when she’s ready to
choose her master path, she decides to choose a second expert
path—spellbinder—instead of a master path. A spellbinder can imbue spells into
her weapons. When the game ends, Heather’s character is a human magician-champion-spellbinder.
Final Thoughts
As you can see, the game offers a
considerable amount of flexibility in how characters develop. You might start
as a warrior and build your fighting skills as you play or you might dabble in
trickery, pledge your sword to the New God, sell your soul to a devil, or do
something else. The ability to pick and choose lets you evolve your character
with the story in whatever way you feel is appropriate. As well, since lower
path choices continue to benefit you as the group’s level increases, you can
choose any path you like that makes sense without the risk of making your
character ineffective.
OK. That’s enough for this
week. Next week, I’ll talk about combat.
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