Have I mentioned the Rumors of War Relaunch Project FUNDED?
See for yourself!

The new comic starts Monday, March 3rd!


It started with the idea of veracity. The “truthiness” of a rumor. Any rumor, regardless of source, is bound to suffer some mis-communication. And that’s where I got the idea to make Rumor generation like character generation.

“Hooking” the PCs into an adventure is often one of the most difficult parts of getting a game off the ground — so why not make it part of character creation? Why not make it work just like character creation? Give players the control.

Adventure design and encounter balance are often the most difficult aspects of game mastering — some players have an intuitive grasp of group dynamics, and some of years of experience in motivating players.

But can they see why kids love Cinnamon Toast Crunch?

Let me throw some stuff at you.

Challenge This is a Rumor stat for determining the strict risk-in to reward-out ratio. Roll 3d6 (results in 3-18 score) and figure out if the adventure is plus-or-minus four levels from APL (Average Party Level). Do you remember CR from 3e? Well, 4e makes “Level 1/2,” “Level 1/3,” “Level 1/4,” and “Level 1/5” possible.

Difficulty This one is difficult to explain if you aren’t already familiar with the difference between Challenge and Difficulty. Challenge is a fair test of ability. Difficulty is not fair. It’s arbitrary. Go watch this Extra Credits episode.

Urgency This Rumor stat helps determine how likely this Rumor is to blow up in the PCs face if they don’t deal with it ASAP. You check Urgency every time the PCs take a Short or Extended Rest, which should help make Resting relevant.

Complexity This Rumor stat determines exactly how many encounters there are involved in the Rumor. The base is ten, so Complexity adds or subtracts up to four encounters. You can instantly determine the reward for completing a Rumor by multiplying Challenge by Complexity. What the fish that’s easy!

Relevance This is the gut-punch of Rumor stats. Relevance determines the numerical importance of a Rumor to the PCs. When you check to see if a subplot will be activated by a Rumor, you roll against Relevance. Don’t believe me? I’m holding your family hostage. Now do you believe me?

Veracity This is the Rumor stat that determines how much any of the above can or will change as a result of pursuing the Rumor. Note, this includes the PCs’ ability to affect events as they unfold, but allows the GM to add Plot Twists.

If you roll up a Rumor and the players decide not to bite, they’ve wasted only their own time — it took zero prep time on your part after all. Plus, depending on the “Relevance” score of the Rumor, you may be able to make the PCs suffer immediately for passing on the Rumor. How about some instant background?

You could always use Relevance to burn down the heroes’ hometown.