I am trying to decide between Basic Fantasy, Labyrinth Lord, Mutant Future, and Stars Without Number for my example minor adventure site.
Does anyone have a preference?
Friday, 16 December 2011
Wednesday, 14 December 2011
S is for Sandbox Part III: Initial Set Up For Sandbox Games (4): Initial Adventure Sites
I recommended earlier that the initial area for a sandbox
milieu contains at least three major and six minor adventure sites. The reason for this should, by this point, be
obvious – if the goal is not to railroad the players, then they must have
choices about what adventure sites they will explore.
At the same time, I recommend that any campaign megadungeon
is not located in (although it may be adjacent to) the initial area. This is because it is desirable that the
players think of the game milieu as more than just a village and a nearby ruin.
Why is this desirable?
Because, no matter how interesting the megadungeon may be, without the
context of a larger world, such campaigns tend to grow stale rather
quickly. If your experience, or your particular
strengths as a Game Master, suggest otherwise, you should disregard my advice,
and go with what feels right to you.
Within the context of this discussion, a minor adventuring
site is any area that can be fully explored in 1-2 game sessions or less. Examples of minor sites might be a “five room
dungeon”, a ruined villa or inn, a modest tomb, a small cave complex, or an
abandoned lighthouse.
A major adventuring site is any site that requires more time
and care. Note that it may not be
immediately apparent to the players which sites are major, and which sites are
minor. What appears to be a small cave
complex may lead deep beneath the earth.
What appears to be merely a ruined villa may have several dungeon levels
beneath. Only by actual exploration may
the players learn the truth.
Concentrate first
on immediate needs first.
Although the following is given in a step-by-step format,
individual Game Masters are advised to strike while the iron is hot. If you find yourself moved to work more on a
single location, do that work first. The
steps are given in order to supply structure, and in order to supply direction
when you are foundering. They are not
included to suggest slave-like devotion to a process in total disregard to your
own creativity!
1. Start by deciding
on the nature of each adventure location.
Describe it in a single-sentence or a short paragraph. For example:
- “Ancient ruins in jungle of the mysterious Olmatec people. Step-pyramids have fallen into ruin. Jaguars and pseudo-Aztec monsters.”
- “Sea caves where pirates hide their booty.”
- “A hidden temple to an evil deity has attracted monsters to the caverns lining these ravine walls. The monsters live in an uneasy alliance with each other, for the most part. The priests work at excavating a collapsed tunnel into another, more ancient, complex.”
2. Select or draw
maps for each of your adventure sites.
3. Decide what major
creatures are located at each site, developing a random encounter chart if
applicable.
At this point, if you are forced to “wing it”, you have
enough information to offer a consistent presentation, so long as you take
notes on what you decide in play.
After immediate
needs are met, do whatever work interests you the most. Or, take a break if nothing is particularly
interesting to you.
Further develop your adventure location. Do encounter area write-ups, place monsters,
place treasures, etc., etc. This is, in
fact, similar to what you would normally do when creating an adventure site.
Every hour of prep
work should result in at least two hours of game time.
Some modification of this advice is in order, for this
particular step, because you do not, under any circumstances, want to force
your players to interact with any particular area in a sandbox milieu. The trick, then, becomes to (1) maximize
value while (2) maximizing player choices.
Doing so requires that you accept, a priori, that some treasures will never be found, some monsters
will never be encountered, and some areas will never be explored. If you’ve gotten into the habit, pushed by
later versions of D&D, that the unit of play is the encounter, that
encounters are set pieces that the players must play through, that treasures are
“rewards” which must be found to ensure proper wealth by level….you need to get
yourself out of those ruts right now.
That is not how things work in a sandbox milieu.
If you can, grab some old and new edition modules, and look closely
at the maps. You will notice that, even
in the most railroad-y of the older modules, there tend to be multiple ways to
reach various areas, with a few choke points.
There may be much treasure hidden, but there is an assumption that
finding it will rely at least in part on chance. Module B1 actually states that in any good
dungeon the PCs will not find all the treasure.
Melan did an excellent analysis of these maps, which can be
read here: http://www.darkshire.net/jhkim/rpg/dnd/dungeonmaps.html
Adventure sites have replay value if the players decide that
there is more to explore – simply using a complex map means that an area will
gain more bang for the effort put into it.
Rather than trying to create a complex narrative of events
that will happen, when you create an adventuring site, you should create minor
threads of events….things that link the various creatures in the area. Bits of politics. Secrets small and large that can explode out
into a narrative. Basically, you are supplying
hooks upon which you can build your improvisation when determining how various
creatures react to the player characters and to each other.
In this way, you will allow the choices of the players, and
the actual interactions within game play, to push various elements to the
foreground. Because you have done very
little work on these snippets, it doesn’t matter if most of these are pushed
into the background. Also, in a persistent
campaign milieu, the hook that is pushed into the background today may be
thrust into the limelight tomorrow! In
this way, previous interactions will be given greater context, and take on a
depth of their own.
I cannot stress enough how reading the older fantasy and
adventure fiction authors – Edgar Rice Burroughs, Jack Vance, Robert E. Howard,
etc., etc., etc. – helps with this. These
authors make use of characters who could well be PCs and NPCs in a role-playing
game. The protagonists run into
characters who have agendas of their own, and those agendas make the main
thrust of the story richer simply by interacting with the protagonists. This means that these stories are less
tightly plotted….but less tightly plotted is exactly what is desired in a
sandbox. These authors can really help
you learn how to deliver on that desire!
You can increase the value of your design work by referencing other
adventure sites in the site you are working on.
For example, a log in that abandoned lighthouse might mention the ruined
jungle city. A group of slavers
operating out of part of the jungle ruins might be in league with the pirates
that buried their gold in those sea caves.
A letter found in the collapsed inn refers to a treasure hidden in a
small cave complex long ago.
In this last case, the party might have already wiped out
the goblins who were once living there, but never located the hidden treasure (which
neither they, nor the goblins, knew about at the time). Suddenly those caves are worth another look!
Imagine that you wish to present the players with a “rescue
the prince” scenario. A merchant’s son
is taken by cultists, and is going to be sacrificed in a cavern temple to a
spider god. The merchant will pay good
money to save his son.
Imagine also that you want to use other parts of the cavern
complex as a further adventure site, to increase the value of your work in this
area. How can you do this?
First, provide both an obvious entrance to the complex, and
a concealed entrance that the cultists use.
Vermin of various sorts are good encounters for the opening areas of the
obvious entrance; the cultists bypass these by using the hidden entrance. Note that the players may use tracking,
divination, or other means to also bypass these areas. This is not cheating; this is playing the
game.
Second, ensure that there are other ways to go that merely
straight to the cult’s spider temple.
And some of those ways should have intelligent inhabitants. Kobolds may attack intruders on sight, but
they know about the temple, hating and fearing the priests there. If the party can find a way to communicate,
they might glean some valuable information!
Finally, include one or two bizarre things not associated
with the temple itself. For example,
when I used this scenario, I included a tentacled horror that was actually
quite cultured, and was more than willing to talk to the party as soon as it
realized that they could actually fight back.
This provided the players with a strong clue that there was more going
on in the complex than merely spider cultists and kobolds.
I also included a fountain carved in the rock – clearly feyish
in nature – next to a long drop-off, just where the PCs needed to turn to
locate the spider temple. There was more
than one way to go, but one way was obviously easier than the other. Yet, the presence of the fountain clearly
piqued the player’s interest…and if they went down the shaft, there were more
indications that deep fey dwelt in that region.
Simply leaving “other ways to go” is insufficient to make
your design hours really work for you – actively give the players reasons to
examine those other locations.
Likewise, if you are considering including one or more
Killing Fields, Megadungeons, or potential Epic Endgames in your campaign
milieu, you can begin foreshadowing other adventure possibilities by including
them now. If you are interested in
expanding the initial starting area beginning with the region to the immediate
south, put in hints about that region right now – goods from trade routes
arising in that region can appear in a bandit’s lair, for instance.
Conclusion
Again, supply of information is key to creating these sites,
and making them work for you. If you
create 9 sites over the course of 20 hours, and three sites are used for a
total of 40 hours or more of game play, you win. If six out of nine are used for 60 hours of
game play, even better.
And the key to “even better” is to provide linking
information, put the ball the players’ court, and then enjoy the ride!
Next: An Example Minor Adventure Site.
Tuesday, 6 December 2011
Interrupting S for More RCFG Illustrations!
The first look at the RCFG owlbear:
And here is the RCFG goblin, riding a black goat, with a pair of banefoxes:
An amphisbaena
and a shark.
All of these pictures, as with the previous illustrations, are by Daniel J. Bishop, (c) 2011.
Comments would be welcome!