Wednesday, September 3, 2025

Wizard Dad's Workshop : Hub Character, a New(ish) Playstyle for Solo Gamers

Here is a little idea that I thought was unique, until two friends pointed two different games that do it. Still it isn't popular mode of play and I have my own spin on it, so here we go.

The concept of the Hub Character is a character that in their normal mode of play spins off adventures for other characters. Unlike my Crosshatch campaign concept, instead of a shared origin city and rumor list, these characters, perhaps one shots, get there marching orders, from the Hub character. Though the Hub Character isn't plot immune, they should have some degree of plot protection. Wealth, a prestigious position, being hidden away, etc. etc. 

The Hub Character finds secrets, or needs a level of help that is either not possible due to some constraint or another. I will drop two examples of Hub Characters below, that I believe will exemplify the style without making it technical. 

Example 1. Lady Edwina Camellia, Chief Librarian of the Citadel of Summersea. 

Lady Camellia is both nosy and crowd shy, but is fascinated by mysteries and secrets. Though, a powerful mage, her magic is all about preservation and research, though she is quite good at animating origami creatures to do her bidding. Lady Camellia has a very important job, because the library vaults of the Citadel extend all the way back to the Kurchal Empire, and amid the collection are magical text (a few) and documents such as treaties, treatise pivotal legal decisions, and untranslated books of ancient lore, but magical and mundane. (If there is a library with a bootleg copy of the Book of Ebon Night or the Octavio this is it). When I am the drivers seat playing Lady Camelia  the games are very slice of life, but she has well spaced out Keyed Scenes (MM10, pg. 12) that trigger if no mystery or paper related quest has popped up in three game sessions. When a problem is beyond her resources, which considering that she is a bent backed old lady who uses a cane is towered over by nearly everyone, and that she has nearly every day for the remainder of her life booked with appointments, happens quite often, she will seek out the right person and hire them to pursue the problem. She she is a quest giver. 

Additionally, because part her work is to translate ancient manuscripts, some of them turn out to be histories, usually in the form of first person journals from celebrated people of the Imperial era. These translations spin off into Found Journal games, that in return will frequently leave mysteries or problems behind that need to be handled, and then she is off to the adventurers taverns again (or more likely one of her agents is) to secure the right person or people to seek out the answer to the question. In addition to the fun of playing a powerful mages odd day to day life, she also has has a staff which include a body guard and a chief assistant, and a lot of pages, who really wish they were somewhere else, these can also be "activated" as characters to explore different aspects of the setting.

Example 2. Archmage Adnin Merpati, Master of Masks

Archmage Adnin is a 356 year old man who lives in the Realm of Dreams and turns the spiritual energy of the Gods and Heroes of Legend into masks of paper, leather, and bronze (or some other metal should it be more applicable).  Those Masks imbue the users with a sliver of the greatness of the hero they represent. As a 356 year old he has a few bad habits, a lot of enemies, and an army of masked manikins that would threaten a small country, if he had such inclinations. 

Very recently, while at a Convention of Mask Wizards, three of his greatest masks were stolen. Along the way home while ponding how to deal with this he encounter a homeless, but seemingly healthy young man being pursued by brigands. A few spells later, and on an impulse that himself doesn't even understand he hired the unfortunate fellow has his valet. Being a escaped serf, he knows little of being a valet, and he also has a secret terror of magic. 

So, as a Hub Character, Adnin goes about his business of making lesser masks for rich merchants and nobles, but he also is in the process of seeking heroes to recover his lost property. (He feels a bit exposed leaving his tower, as he has committed the occasional atrocity over the years, and would rather not deal with the torch and pitchfork crowd). Thus, he spins off classic trope fetch quests. He also send proxies out to research legends and gather the materials he needs. He is sort of an industry unto himself. So, not only do I get to play a Wizard of legendary capability, I also get to play all of his "minions". The serf, named Jakarta, is an especially fun character because his life has been turned up side down. He is from a class that is powerless, but now is associated with a power that frightens half the city, and very much frightens him as well. Alternating between the two characters, you get to see the city (I borrowed the name Kadath from someone not using it), from its top and its bottom.

Lastly, as Adnin harnesses the powers of Story, through the spells of vison casting (sort of like documentaries, but with more dragons), we get the needful stories that imbue the masks he creates, I can add quirks as well as powers to the magic. Here is my chance to play any archetype character I want, at any power level facing any challenge, so the context of the mask creation is grounded in a story that I, the player, am involved with. 

A Hub Character should be fun in their own right, but should leave plot hooks laying around like a spilt tacklebox. If you have a main PC that would be logical to retire, maybe they have loose ends to tie up, or maybe you would like to make someone new, who would be far to powerful to conventionally challenge, but has a lot that needs done. The possibilities are nearly endless.

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire.)