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Doomed Slayers - A campaign framework justifying roving bands of adventurers

Started by Jürgen Hubert, April 25, 2011, 07:18:59 PM

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Jürgen Hubert

I came up with this idea one week ago on RPGNet, and now I am seriously considering writing this up as a systemless miniature setting and selling it on DriveThruRPG as an ebook. But until then, I'd like to get some feedback on the basic ideas and concept. Basically, I wanted to come up with an in-setting justification for why all those armed bands of adventurers are running around in a typical fantasy RPG setting...


Terrible dangers lurk in the world. Monsters lurk everywhere. From hordes of orcs and goblins hiding just behind the next hills, ratmen and serpent people lurking in city sewers to dragons, demons and worse dwelling in remote areas and under the mountains, all of them could suddenly emerge destroy a village, a town, even an entire nation. Civilization hangs by a thread, always. Sure the nobles maintain their armies and the cities have their militias, but while they can deal well enough with the occasional goblin menace, they are often unprepared for when years of deceptive calm erupt into bloody and devastating violence.

No, somebody has to go out there and stop the monsters before they destroy innocent lives - or at least contain an outbreak before it gets worse. These somebodies are the Slayers - and they are usually called the Doomed Slayers because their life expectancies are so short.

People choose the lifestyle of a Slayer for all sorts of reasons. Often, especially among the more impressionable youths, it's a desire for adventure. Sometimes it's to avenge themselves against specific types of monsters that killed relatives and lost ones. Sometimes it is simply to get away from everything - a broken heart, a slandered reputation, or a criminal past are all reasons why someone would become a Slayer. Regardless of who and what they used to be, upon becoming a Slayer they stand outside the normal structure of society and operate by a different code of behavior. In fact, many communities ritually pronounce newly-proclaimed Slayers to be among the honored dead, thus severing all ties with them. This generally makes it easier for everyone involved, and some Slayers even take on new names during such rituals.


Regardless of how they came to become Slayers, these are the rules they all live by:


Go where you are needed, help where you can. Slayers have far more freedoms than just about anyone else in their societies. This is justified by their heavy duties - they are expected to slay monsters so terrible that they could slaughter entire villages with ease. While Slayers can refuse to help others, they are only expected to do so either when those asking for help could easily accomplish the task on their own - or when the threat is so terrible that the Slayers would be overwhelmed, in which case they are often asked to find someone who can deal with it. Obviously, few Slayers like to admit that they cannot deal with a challenge...

Don't tarry where you are not needed. Slayers are a rowdy lot whose mere presence disturbs peaceful communities. Thus, whenever Slayers have dealt with any threats to a community, they are expected to move on. Certainly they can stay long enough to recuperate from injuries and to partake in any celebrations in their honor, but after that they will hit the road again. The only locations where adventurers tend to stay for longer periods are monster-infested frontier regions or communities located next to a really big dungeon.

Own only what you can take with you. Slayers are forbidden from owning any land, houses, or other non-mobile property. All they can own is what they (and a pack horse or two) carry with them. While in the case of some really successful Slayers this still makes them fantastically wealthy, this and the other rules prevent them from becoming threatening to nobles, merchants, and other members of the local power structures, and their disruption tends to remain purely temporary.

Fight the Monsters, not thy kin. Slayers are supposed to fight the enemies of civilization, not nobles, merchants, and other members of the local power structures, ensuring their political neutrality. However, in reality this part of the code often gets blurred, as Slayers are often too useful not to use in political machinations, and thus they get swept up in politics regardless of their intentions and wishes. Furthermore, many ambitious nobles and others with grand aspirations resort to using monsters and fell magics in their schemes, which do make them legitimate targets according to the code, for consorting with the enemies of civilization - although proving that might get tricky.

If you stop living by these rules, then you are no longer considered a Slayer by society, and thus the rest of society will no longer allow you your freedoms and privileges. So, how does the rest of society treat Slayers?


Pay them what you can, appropriate to what you ask of them. Slayers deserve generous rewards for their deeds, which benefit all. Of course, not everyone can give equal rewards - if a poor, remote village can only give free food and a place to stay, Slayers will still be obligated to help them by their rules. However, if you are a noble or a rich merchant and need a Slayer's help, you are expected to give generously - and the more dangerous the task, the higher the reward should be. There is a pragmatic reason for this - if you develop a reputation for stinginess, Slayers will come up with all sorts of reasons to avoid you, and that will be very bad for you and everyone around you when you really need them.

Do not bar their way. Unlike many members of society, Slayers can go where they will and visit any village, city, noble fief, or even a war zone (though some specific areas might still be restricted - they don't have to be admitted to the King's Castle just because they want to see it!). What's more, the property they carry with them may not be taxed or confiscated on a whim of the authorities - again, such actions would make other Slayers very reluctant to visit such a place, to its ultimate detriment when it faces the next monster attack. Of course, this doesn't prevent innkeepers, craftsmen, merchants and the like from suddenly raising their prices drastically when their customer is a Slayer, but at least in theory nobody forces the Slayer to accept those prices.

What they find, they keep. Many monsters amass considerable treasures in their lairs, and if the Slayers manage to kill those monsters, the treasure is theirs, no matter how much you claim that the treasure originally belonged to you or an ancestor. If it really did belong to you originally - especially if it's an important heirloom - you may offer them a "reward" for its safe return, which Slayers are generally expected to accept (smart people will negotiate this in advance - it might even be sufficient to tell them about the location of the lair...). Again, trying to stiff Slayers over this is unwise. After all, they managed to retrieve the item in question despite dangers that you were too afraid to deal with.


I will leave it at this for the moment.  Any comments, suggestions, addendums?
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Seraph

I'd say this is the most in-depth and logical justification for parties of adventurers I've seen.  I like the details about not being able to own land, and not being subject to taxation.  They are very evocative campaign details.

I like thinking of this "framework" as you put it, as a document that circulates within a setting.  It reads like a how-to pamphlet for both "Slayers" and their clientele.  I imagine it being written and circulated by a retired adventurer.  
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Jürgen Hubert

Quote from: Seraphine_HarmoniumI like thinking of this "framework" as you put it, as a document that circulates within a setting.  It reads like a how-to pamphlet for both "Slayers" and their clientele.  I imagine it being written and circulated by a retired adventurer.  

Hmmm... Now there's an idea for a future supplement for the line, if it works out ("The Slayer's Life for Dummies"?). Though in the beginning I want to keep it at a broad-brush overview.
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CoyoteCamouflage

It's a very neat idea-- reminds me a bit of Claymore. Though I keep expecting Lina and Gourry to pop out from the shadows...

Just a few detail-oriented questions.

1. How does one become a Slayer? Do you pay an entry fee and sign a few forms? Do you wake up one day and just decide to start calling yourself one? I am mostly curious how to differentiate between those who call themselves Slayers, and those who actually are. Is there any reason to pretend to be a Slayer?

2. How independent are Slayers? Do they work under an organized banner, or are they simply wanderers who stumble around until they find something bad to smite or a troubled village to save? Do they have any communication with other Slayers? Do they team up routinely or are they generally loners?

3. Policing. Themselves, in particular. Do Slayers ever go rogue? With so much Enchantment magic around, it seems like a fair possibility. So when it happens, does anything particular occur besides simply having another bad guy to fight?

4. Possessions. OK, I like the bit about how they can only own what they can carry. Yet, what happens when that Slayer is killed? Obviously, in most cases, their gear is absorbed into some beast's horde-- but what if it isn't? Is there any stigma to taking/selling/bearing the equipment of a dead Slayer? Are their possessions expected to pass to anyone else or another group? My problem, however, is that coin-based currency is bloody heavy to carry around, meaning it is much more likely for them to not have much in the way of ready funds aside from small bits left aside for the express purpose of funding travel and basic necessities.

5. Payment. Honestly, I was never a big fan of the average interpretation of the 'Adventurer Income'. Making all of your money by murdering and stealing just seems... unabashedly evil. If there is any cohesive force behind the Slayers, why not a small, basic stipend for travel expenses and enough money to eat, especially for those just starting out, who may be limited in what jobs they can realistically accomplish or what gear they can pawn in a pinch?

6. As a random note, I do like the idea, but for some reason, the way its written, I keep thinking it's best served in an EL 6* setting, rather than the average game. That's probably just a personal matter, but I felt like mentioning it anyway.

*The EL6 (I think that's right...) is a setting based around the PC level cap being only level 6. It's supposedly quite popular for more historically-influenced games, or games where the PCs are not intended to seem like demi-gods to the average commoner. I probably have the name wrong, as I am trying to find a link to it, but failing miserably. If I can find it, I'll edit it in. If anyone else happens to know what I am talking about, please let me know.

Random: I keep thinking of Monster Hunter now...
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Jürgen Hubert

Quote from: CoyoteCamouflage1. How does one become a Slayer? Do you pay an entry fee and sign a few forms? Do you wake up one day and just decide to start calling yourself one? I am mostly curious how to differentiate between those who call themselves Slayers, and those who actually are. Is there any reason to pretend to be a Slayer?

Basically, most people will assume that if you look like a Slayer and act like a Slayer, you are a Slayer and will be treated accordingly. Sometimes others (especially tax-gathering authorities) will contest this, which is why some Slayers get their start by getting written and signed testimonies by other Slayers confirming their status, and others will get elaborate tattoos. But ultimately, these are not, strictly speaking, necessary. It does help to travel in the company of other Slayers - if an armed and dangerous-looking individual in the company of other armed and dangerous-looking individuals says that he is a Slayer, few are going to argue with him!

Frauds exist, of course, but their numbers are kept in check by (a) that part of the Code that expects them to help with dangerous monsters and (b) real Slayers who get ticked off at those imposters giving them a bad name.

Quote2. How independent are Slayers? Do they work under an organized banner, or are they simply wanderers who stumble around until they find something bad to smite or a troubled village to save? Do they have any communication with other Slayers? Do they team up routinely or are they generally loners?
3. Policing. Themselves, in particular. Do Slayers ever go rogue? With so much Enchantment magic around, it seems like a fair possibility. So when it happens, does anything particular occur besides simply having another bad guy to fight?[/quote]4. Possessions. OK, I like the bit about how they can only own what they can carry. Yet, what happens when that Slayer is killed? Obviously, in most cases, their gear is absorbed into some beast's horde-- but what if it isn't? Is there any stigma to taking/selling/bearing the equipment of a dead Slayer? Are their possessions expected to pass to anyone else or another group? My problem, however, is that coin-based currency is bloody heavy to carry around, meaning it is much more likely for them to not have much in the way of ready funds aside from small bits left aside for the express purpose of funding travel and basic necessities.[/quote]has[/i] been known to happen that Slayers rise as very angry undead after such a mortal slight.

Quote5. Payment. Honestly, I was never a big fan of the average interpretation of the 'Adventurer Income'. Making all of your money by murdering and stealing just seems... unabashedly evil.
them[/i]. If a character gets second thoughts after observing some rather less antagonistic "monsters", then that's good role-playing - but most people in that world will see nothing wrong with killing monsters and taking their stuff.

Quote6. As a random note, I do like the idea, but for some reason, the way its written, I keep thinking it's best served in an EL 6* setting, rather than the average game. That's probably just a personal matter, but I felt like mentioning it anyway.

*The EL6 (I think that's right...) is a setting based around the PC level cap being only level 6. It's supposedly quite popular for more historically-influenced games, or games where the PCs are not intended to seem like demi-gods to the average commoner.

I want to keep the setting rules-free anyway, and leave it short and flexible enough for any power level - and any suitably generic fantasy RPG. "Saving The World" epics should be possible, but so should be gritty war stories (heck, one region I have detailed is basically a ripoff of the Vietnam War!).
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Jürgen Hubert

I've just finished the first draft of the manuscript. If all goes well, I might actually publish this before the end of May!
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Jürgen Hubert

It took me longer than I expected, but I have recently finished a revised manuscript of this setting.

I have already sent it out to a number of proofreaders/playtesters, but I could use some more helpers in this regard. The plan is to start working on the final manuscript starting on June 12, so feedback until then would be useful.

If you are interested, please send me an email to jhubert@gmx.de . I cannot offer anything more than name mention and a copy of the final PDF product, though...
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Jürgen Hubert

The revised playtest manuscript is now available in the Files section of the newly-created Doomed Slayers Mailing List!

Hope to see some of you there.
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The Arcana Wiki - Distilling the Real World for Gaming!