Holy Crap! That Storm is Massive!
Feb 13, 2012 18:36:53 GMT -8
Post by inflatus on Feb 13, 2012 18:36:53 GMT -8
Integrating weather into an RPG is something that is not always done. I know there are those of you out there that set the scene and use the weather. What I mean is the use of weather and the modifiers to the tasks and combat. GM’s have always setup different encounters for their players. They try to come up with something new and interesting. For me weather has always been something that added another element to the adventure. The first time you use weather in an adventure the players will be surprised. They may even be a little stumped as how to continue in such an encounter. I will give some examples of how I integrated weather into an adventure by going through some of the elements.
Wind is a weather element that can be fun to maneuver through. Imagine trying to scale an obstacle as a thief and the wind picks up. There is more than just a modifier roll to keep from falling. The wind blows your smell and sounds you are making in a specific direction. That thief now has to contend with keeping balance as well as not bathing in the past few days. Ranged weapons become an issue with wind. Does that arrow fly true to the target or does it hit your fighter in the back? Magic is even affected. Does the magic user’s concentration waiver when debris is flying all over the area, reducing visibility? There are so many more scenarios associated with the perils of wind. As a GM you can even bring forth a violent wind storm that can deal damage to the players and equipment. This is something that the players will have on their mind in later sessions.
Rain is a considerable hinderance to the party. It slows down the daily march and makes sleeping difficult. Combat can also be affected. Weapons slip out of the hands. Visibility is compromised in larger rain storms. Tracking is near impossible. Attaining body warmth is harder. Equipment maintenance is necessary after a rain storm. I have use rain in combat to change the tactics by the PC’s. This has worked in a number of ways. Brawling becomes a useful skill when your weapon is lodged in the mud or has went sailing through the air and landing twenty feet away. I have even used rain as an advantage for the PC’s where outnumbered in combat. Rain can be an equalizer when used to your advantage. This type of situation should bring out some creativity in the PC’s.
Cold and heat are weather elements that I have only used in slowing a daily march or setting the scene. This can be used as a precursor for things to come or to give a historical perspective on the region. If your game system uses fatigue realistically, both of these elements can wreak havoc.
Snow can be a deadly element. On different levels it can affect the party and their abilities. Apart from some of the things already listed it can slow the game down. There may be a need to let the players recuperate from a considerably amount of questing.
These are just a few examples of weather. There are so many more and the research is readily available. As a GM you can do a search for drought and see how it affects the area, economy, wildlife and peoples. Research any type of weather and see how it can be added to your world. You will hopefully see some creativity from your PC’s and they may thank you later, for adding something new.
Wind is a weather element that can be fun to maneuver through. Imagine trying to scale an obstacle as a thief and the wind picks up. There is more than just a modifier roll to keep from falling. The wind blows your smell and sounds you are making in a specific direction. That thief now has to contend with keeping balance as well as not bathing in the past few days. Ranged weapons become an issue with wind. Does that arrow fly true to the target or does it hit your fighter in the back? Magic is even affected. Does the magic user’s concentration waiver when debris is flying all over the area, reducing visibility? There are so many more scenarios associated with the perils of wind. As a GM you can even bring forth a violent wind storm that can deal damage to the players and equipment. This is something that the players will have on their mind in later sessions.
Rain is a considerable hinderance to the party. It slows down the daily march and makes sleeping difficult. Combat can also be affected. Weapons slip out of the hands. Visibility is compromised in larger rain storms. Tracking is near impossible. Attaining body warmth is harder. Equipment maintenance is necessary after a rain storm. I have use rain in combat to change the tactics by the PC’s. This has worked in a number of ways. Brawling becomes a useful skill when your weapon is lodged in the mud or has went sailing through the air and landing twenty feet away. I have even used rain as an advantage for the PC’s where outnumbered in combat. Rain can be an equalizer when used to your advantage. This type of situation should bring out some creativity in the PC’s.
Cold and heat are weather elements that I have only used in slowing a daily march or setting the scene. This can be used as a precursor for things to come or to give a historical perspective on the region. If your game system uses fatigue realistically, both of these elements can wreak havoc.
Snow can be a deadly element. On different levels it can affect the party and their abilities. Apart from some of the things already listed it can slow the game down. There may be a need to let the players recuperate from a considerably amount of questing.
These are just a few examples of weather. There are so many more and the research is readily available. As a GM you can do a search for drought and see how it affects the area, economy, wildlife and peoples. Research any type of weather and see how it can be added to your world. You will hopefully see some creativity from your PC’s and they may thank you later, for adding something new.