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Friday, 5 September 2025

Doomed Ones (a sorcerous subclass for Dragon Warriors)

Doomed Ones were originally a magic-using character class that I created in 1980 for Adventure, a roleplaying game that Games Workshop commissioned me to write. (The title was their idea.) A Doomed One permanently burnt a point of Constitution to unlock about twenty quite powerful spells. The character got one use of each spell and at any time could sacrifice another Constitution point to get another use of the twenty. Since Constitution both set the basis for the character’s hit points and limited the number of times they could be resurrected, it was a death sentence with a lot of power to use up on your way to the grave.

Even if Adventure (did I mention that was GW’s idea?) had ever been published, I’m not sure Doomed Ones would have made the final cut. They were kind of boring. A player would cross off a couple of Constitution points, then stingily husband their forty spells in any encounter while letting other characters do the heavy lifting. Not that that couldn’t make for an interesting dynamic, just that there was only one story to tell there and it didn’t bear repeating dozens of times.

There’s a certain logic to revisiting the idea using Dragon Warriors, seeing as how DW evolved out of my notes for Adventure (huh, that title…). So here they are.

Doomed Ones

A Doomed One is a Sorcerer who has bound themselves under ominous stars in the pursuit of magical power to the exclusion of all else. The Doomed One is treated like a normal Sorcerer except as follows:

Attack, Defence, Stealth, Evasion and Health Points do not increase with rank. Magic Points increase faster than for regular Sorcerers.

Because Doomed Ones are half in love with easeful death, they are unaffected by fright attacks caused by ghosts and the undead.

Every Doomed One has a fate in the form of a death that has been prophesied for them -- their doom. When creating the character, the player specifies a time of day (night, morning, afternoon or evening) and a cause of death. Causes of death should be reasonably general, not “belladonna mixed into warm milk” or "bitten in the ankle by an adder", say. Pick from this list or (with the GM’s discretion) something similar:

A blunt weapon, a cat, a dog, an edged weapon, fire, a fish, a fungus, a horse, an insect, a lake or pond, a moat, an ox, a pig, a plant, a rat, a river, rope, sand, the sea, a serpent, a tree, wine.

In any situation in which the character is exposed to the fated element, object, or thing at the fated time of day, they are subject to a Magical Attack of 2d6 + (d6 x rank/2). If that overcomes the character’s Magical Defence they are slain, if necessary by a freak accident. Conversely, if they survive, the close brush with death immediately restores their full Magic Points and Health Points scores.

The GM should bear in mind that dying because of a fish could include choking on a fish bone, for example. Further inspiration is available by looking at unusual demises in antiquity, in medieval times, and in the Renaissance. Or even these bizarre 17th century deaths. However, a character who is careful to guard against their fate should not be arbitrarily imperilled. Don’t say, “A horse bolts towards you out of nowhere and knocks you down.” In that example, the character should only risk their doom if they have voluntarily approached a horse or a stable at the preordained time, or if the situation makes an encounter with a horse reasonably likely.

The prophecy doesn't entirely protect the Doomed One from death by other means. If reduced to –3 Health Points in circumstances where their prophesied fate doesn’t apply, they are incapacitated but remain alive. The character can be healed and will recover consciousness when at positive health points but thereafter is a parolee of fate, having cheated death because of their prophecy, and recovers only 50% of their Magic Points each day until such time as they are faced with the preordained circumstances, whereupon they are challenged by the Magical Attack described above; if they survive that then their full sorcerous abilities are restored.

If reduced to –3 Health Points when the foretold cause (but not necessarily time) of death is present, the Doomed One is slain in a way that ensures the fulfilment of the prophecy. (‘She might have dodged that fatal blow if that darned cat hadn’t distracted her at the crucial moment.’) In those circumstances no Magical Attack resolution is needed.

If the Doomed One is slain in a manner that leaves no possibility of doubt – for example, incinerated in a furnace or sliced into small pieces – and the ordained cause is not involved, it is left to the GM’s ingenuity to contrive some way for the cause to take post-mortem effect. For example, the character’s coffin might be dropped in a river on the way to the churchyard, or the funeral procession might be held up by a runaway horse.

It goes without saying that a Doomed One should be careful to keep their prophesied fate a secret. The GM should not reveal it in front of other players until the circumstances apply, and even then conceal the precise details. If our example character is foolishly riding a horse in the afternoon, and the horse stumbles and throws him or her to the ground, the other player-characters won’t necessarily know if it was the tree root in the road or an insect bite on the horse’s rump or the horse itself that was to blame.

OK, look, if you really insist -- and don't say I didn't warn you -- here is part of the original manuscript of Adventure from 1980 in which Doomed Ones first appeared. It's mostly interesting for the glimpse of the Assassins rules, which I used when writing Out of the Shadows (DW book 4), but both Doomed Ones and Shamans (also in the excerpt) would probably have been dropped, at least in that form, if Adventure had ever come out.

Wednesday, 3 September 2025

Wide open worlds

Over the next ten years, artificial intelligence looks set to radically transform almost every field you can think of. Astrophysics. Materials science. Medicine and health. Education. Communications. Particle physics. Energy production, storage and transmission. Space exploration. And, um, war.

Entertainment is low on the list of priorities, but of course I'm interested in the possibilities for games, and I'm delighted to see that Sir Demis Hassabis (my former employer at Elixir Studios) is still excited by that stuff too -- and that he's talking about open world games.

The most revolutionary thing about open world games is not the ability to go in any direction or to make persistent changes to the world. As in real life, what we most care about interacting with aren't things but people. Stories are compelling, at their heart, because of character, not because of plot. 

AI opens up a host of new opportunities there. When I'm running a roleplaying game, I conjure up NPCs as needed. Some NPCs turn out to be more than walk-on parts. They can become as important to the story as the player-characters, which means I need to remember their background and goals. I need to keep them as personae that I can slip on at any time. AI can do that. You leave a magic sword at a farm, say. The farmer's lad you regaled with tales of adventure finds the sword. Much later, you might run across him -- now a renowned adventurer in his own right, jealousy guarding that sword that he really hopes you won't ask him to give back.

But the AI can do more than keep track of NPCs and their relationship to you. It can function as the game referee, judging when you need clues to steer you on the right track or when a lull in the action calls for a random encounter. This is what Jamie and I called the "god AI" when we compiled our design wishlist for the Fabled Lands MMO we hoped to develop at Eidos in the late 1990s. It only took thirty years, but now it's finally within our grasp.