I have noticed a number of threads on various RPG sites that
seem to relate, at least tangentially, to this discussion. In some, the idea of “story” (things happen
for an understandable reason, from cause to effect, to form a narrative) and
“story” (the GM determines what overarching choices the players will make) are
conflated, so as to claim that if you don’t have the second type of “story”,
you cannot have the first. This is
obviously poppycock, but there you have it.
The “I don’t know what you mean by X” (and X in this case by
either a sandbox or a railroad) meme has also made its standard appearance, in
its standard form of “Although I don’t understand what you mean by X, here is
why you are wrong about what you mean.”
Again, poppycock, and the first part of the meme (“I don’t understand
what is meant by X”) should serve to automatically discount any authority on the
part of the speaker as to whether what is meant is correct or not.
Of course, if you are not interested in sandbox-style play,
you should play what you want. Likewise,
if you are not interested in railroads/linear play, you should avoid them. But let’s not pretend that they are the same
thing, or that the difference is really all that hard to understand….hmm?
However, let us assume (again) that you are interested in
setting up a sandbox. Part of this is
setting up the initial base of operations, which is what the remainder of this
post is about.
The initial base of operations is most often a small
settlement, near the borders of a dangerous area in which adventures can be
had. The base is mostly safe, and offers
the PCs a haven to rest, as well as resources to adventure – sales of weapons,
armour, and other gear; perhaps magical healing; perhaps an NPC or two who can
help round out a party, or who can offer useful advice. This is the model of the classic TSR modules,
Keep
on the Borderland and Village of Hommlet.
In his mostly excellent column, Dungeoncraft, Ray
Winninger listed the “First Rule of
Dungeoncraft: Never force yourself to
create more than you must” and suggests that failure to follow that rule
has been the downfall of many campaigns.
Now, Mr. Winninger offers a lot of excellent advice in his
columns, but I’m going to caution you to not take this one at face value. Or, at least, not to do so without first
considering exactly what this rule is saying.
For example, it suggests that the prospective GM actually knows what is
needed, and imagining that this is so takes one into the linear adventure path
all too easily.
Also, it is all too easy to read “Never force yourself to create
more than you must” as “Never create more than you must” – I’ve had that
argument several times on RPG boards, and it rises hydra-like every time you
think it is truly slain – and it is that “force yourself” that is actually
important in the rule. Don’t burn
yourself out creating material that you don’t think you’re going to need, if it
is not fun for you. Don’t force
yourself.
I would rephrase Mr. Winniger’s rule to two rules:
1. Concentrate on
immediate needs first, and
2. After immediate needs are
met, do whatever work interests you the most.
Or, take a break if nothing is particularly interesting to you.
Obviously, if you fail to do (1), then you don’t have the
necessary material to play the game, and if you don’t do (2), GMing will become
more of a chore than a joy. That way GM
burnout and ruined campaigns doth lie.
In my own “Rules”, I would include this as a salient
one: Every hour of prep work should
result in at least two hours of game time. Actually, my goal when prepping is closer to
“at least five hours of game time”.
These three rules together inform how I prep an initial base of
operations.
(As an aside, there is a lot of “back-and-forthing” involved
in setting up a sandbox milieu. When you
begin to design wilderness areas and adventure sites, you are going to
reference and modify your initial base of operations. If you are writing notes longhand, leave
space for this. I find that the computer
is idea for this, but I still prefer to make handwritten notes first, as
writing something down tends to imprint on the memory better than typing it
up. Seriously. There have been studies.
You may also find that you are coming up with cool wilderness
or adventure site ideas while working on the base of operations. Write them down! Let the work you are doing now inspire the
work you will do in the future, and vice versa.)
(As a second aside, I would say that the Every
hour of prep work should result in at least two hours of game time rule
applies even when a GM decides to write a treatise on the wildflowers of some
particular reason. The key is to find
reasons to make that work relevant, rather than just boring
your players with pseudo-scholarship.
Likewise, if you spend a minute deciding that “Bree-Yark” is
goblin for “Hey Rube!” make sure that you also get at least two minutes’ worth
of fun out of it at the gaming table.
Re-using lore is a good way to do that.
The first time, the PCs might think that “Bree-Yark” means “We
surrender!” The second time, they might
know what it really means, and it might seem to be simply colour. Still later, they might use the phrase to
trick some goblins into thinking an intruder is coming from another direction.)
Concentrate on immediate needs first.
The immediate needs of a base of operation are determining
the resources available to the PCs, including any possible spellcasting or
magical resources (such as healing, or identify and other divination
spells); determining what NPCs there are who might aid or hinder the PCs, and
determining what threats, if any, exist within the settlement itself. What is the overt power structure of the
settlement? Who is in charge, and who is
known to be influential?
These are the things that players are likely to be
interested in during the first game session or so. As a result, they are the things that you
need to know first. You can get away
with not naming every guardsman; you cannot get away without knowing whether or
not a suit of chainmail or a lantern can be purchased.
“Background” NPCs can, likewise, be developed as needed, but
you need to know the characters in the area, now, which can be especially
helpful or useful. This includes NPC
adventurers that might offer the PCs advice, aid, or their direct
services. Some of these last NPCs should
be normal folk who seek a better life (and therefore have no real class
levels), and a very few should be “ringers” that are really baneful. As a rule of thumb, for every ringer you
include, ten NPCs must be on the up-and-up, or the players will (rightly!) stop
trusting NPCs altogether.
Difficult NPCs might be ones who overcharge for services,
are rival adventurers, are secret thieves or spies, etc. Again, these folks are most effective when
sparsely encountered, so the “No more than 1 for every 10 non-problem NPCs”
rule should be followed. Failing to
include these types, though, makes the game lose some of its charm. For many players, ferretting out the weasels
is one of the joys in the game, as is rivalling with, and finally besting, a
long-term foe.
Remember that a “problem NPC” need not be evil – a rival
adventurer can be honourable, graceful and courteous, never try to kill the PC,
and even help the PC from time to time.
So long as there is a serious chance that he will get the treasure
first, he can be effective. Especially
if the PCs occasionally get the chance to return the favour – both by scooping
the loot, and by saving him from some danger!
If you have players
with a keen interest in anything else in particular, make sure you include
addressing their interests in the “immediate needs” phase. This is why so many commercial modules (ex.
B2, T1, and N1) develop inns and taverns more than, say, the local tanner’s
establishment.
In some cases, the PCs are intended to be would-be
adventurers who come to the area to seek their fortunes. In others, they are intended to be natives of
the location. If the PCs are natives of
the location, you need to ensure that the support structures are in place to
make this possible – for example, a temple of the PC cleric’s god, a more
powerful wizard to have trained a fledgling magic-user, etc. It is completely okay to say that some PCs
start as locals, and others as migrants, if it doesn’t make sense that some PCs
come from the starting area.
Adventure sites within the base – sewers, a haunted house,
an abandoned mill – are good ways to allow a group to sort itself out with a
minimum of risk. Assuming the risks are
minimal, which need not always be the case.
If you have such an area, you need only place it at the moment. When we discuss filling in initial adventure
sites, we will come back to this topic.
After immediate
needs are met, do whatever work interests you the most.
Once you’ve completed the most important work, do what
interests you. No level of detail is too
great, if you are creating that detail because you want to. But, if more detail doesn’t interest you at
the moment, take a break.
Information about travellers at the inn, details of the
local temple’s religion, quirky background NPCs, the hopes and dreams of the
local blacksmith’s apprentice….all of this can make for interesting gaming, but
only if you are actually interested enough to do the work with some flair. Otherwise, you are better off “winging it” if
the players inquire into these things…or, better yet, putting it off until you
become interested in it.
Keep in mind, though, that the initial base of operations is
the one “safe” place that the characters are likely to spend the most time in
during the entire campaign. Once the
characters have outgrown it, they will also have outgrown the need to stop
anywhere for as long a time. Many things
that can be glossed over in a town the PCs are likely to merely pass through –
or even permanently live in – cannot as successfully be glossed in the initial
base of operations.
This area is “home” to the PCs. The more you work to make it feel like a real
place, the more enjoyment your players will have. Also, the more attached they will become to
the game milieu, considering it “theirs” by proxy. This
is a good thing. It is probably one of
the most rewarding things a Game Master can experience.
Every hour of prep
work should result in at least two hours of game time.
Ray Winninger had another Rule, that I think is a good
one: “Whenever you design a major piece of the campaign world, always devise
at least one secret related to that piece.”
To this I would add, “Whenever you devise a major piece of the campaign
world, always consider how that piece can be used for replay value.” Having secrets that the players can uncover
can bring them back to a piece of the game milieu that you devised long ago,
and that they thought they were done with.
It increases replay value.
Likewise, for each of the major NPCs and major resources in
the base of operations, you want to create both at least one secret, and at
least one connection to something else.
That something else can be inside the base of operations, but it can
also be a connection to locations in the wilderness or in an adventure site. For example, the local lord might desire some
particular creature type for his menagerie, while another’s daughter went off
with a band of adventurers to explore the Caverns of Deadly Doom, where her
skeleton yet moulders.
Remember, every time you get to reuse an element that you
created previously – every time your hour’s work adds more at-table play time –
you win. If what happens in the
wilderness sends the PCs back into a dungeon they’ve already visited, or back
to see someone in town – you win. If it
makes the players even consider it, you win.
You are getting extra mileage out of your design work.
This is not to say that your goal is to frustrate players –
it is not! Rather, you wish to intrigue
them, to offer them connections, and to reward them for paying attention to
what is happening in the game milieu.
Conclusion
If it seems that these remarks apply only to a village in a
wilderness, think again. The base of
operations could be a neighbourhood in a city, where the city becomes the
“wilderness”. Likewise, in a Stars
Without Numbers campaign, the base of operations could be a spaceport,
with the “wilderness” being the planetary body the characters begin play
on. The details change, but the basic ideas are
still the same.
Next: An interesting outdoors area to explore.
Just to note (because good posts often get too few comments while random drama gets too many): thank you for writing these - I am enjoying them a lot!
ReplyDeleteThank you!
ReplyDeleteI am glad to see non-drama page views finally starting to eclipse those related to EN World/Circvs Maximvs wankery.
Of course, the wankery continues, both through CM and private emails. I actually had an EN World mod ask me not to contact moderators if the Rules were violated. I.e., if I leave, I shouldn't expect the Rules to apply to posts about me. Being expected to enforce the Rules apparently makes things "difficult" for the moderators!
One good thing that did come out of this, though, is that the wankery on CM has disappeared from public view. I have to applaud Morris on this decision. Some levels of idiocy really shouldn't be displayed to the world at large!
(As opposed to my own idiocy, of course, to which everyone is entitled.)
ReplyDelete