Translating anything into Dungeon Crawl Classics RPG is a pretty easy task, overall, with a few caveats.
(1) Watch Spellcasters: Remember the core rulebook says that NPCs need not play by the same rules as PCs. Even with that in mind, though, you will probably want to re-imagine any spellcasters in the original work.
(2) Watch Tropes: The "weird fantasy" mindset of Appendix N literature, and hence DCC, is very different from the "Mos Eisley Cantina" mindset of WotC D&D and Pathfinder. You will run into ideas in 3.x and later modules, such as armies of dwarven cavalry, elf paladins, gnome clerics, etc., that simply do not fit with DCC (unless you decide that they do, of course). You might need to get imaginative with these, and think about what Appendix N authors would have done instead. In general, you will find far, far fewer of these problems with TSR D&D modules, and the earlier ones cleave closest to the source.
The dwarven cavalry, therefore, may become barbarian tribes, the gnome cleric might become a unique monster or a human, etc.
Watch Treasure: A good standard rule is: Change platinum to gold, change gold to silver, change silver to copper, and reduce any copper to 10% of listed value. You might want to do further reductions. Make most magic into fine items instead, and make most of whatever magic is left unique. Magic items with drawbacks are cooler than ones without (i.e., if the players have to decide whether or not benefit X is worth drawback Y, and they are not always certain, you are offering them an interesting decision, and that is great!).
Add Some Weird: Throw in a couple of things that would not have occurred in a 3.x, 4.x, or Pathfinder module if you can. Give your DCC conversion its own special brand of weirdness....be it due to unique monsters, unique treasures, or unique opportunities (ex. a chance to learn spells, gain a patron, or improve a character in some way).
The really cool thing about DCC is that most of this can be done on the fly. Crawl! has some rules in its magic issue (#3) for easy conversion of OSR spells/casters, that you could probably use as a guideline for later editions as well. The DCC core rulebook has tables to help make humanoids and un-dead unique....use them! For the most part, with a few minor modifications (and most of them descriptive) you can convert any D&D/Pathfinder to DCC. I can do this with a few notes, and standard modifications applied on the fly.
If you have DCC 29: The Adventure Begins, you can pick up DCC 76.5: Well of the Worm while it is possible and you can see directly how I applied these principles to create an official conversion of a Harley Stroh masterpiece. If enough people purchase it, and enough people ask, perhaps Joseph Goodman will commission other conversions............I know I would be happy to do more.
But I also know that, if you give it a shot, you will soon find that it is pretty easy to do yourself.
Give it a try.
(Cross-posted with slight modifications.)
Saturday, 22 June 2013
Friday, 21 June 2013
Pulp Weird Action
Pulp Weird Encounters #1 is now available from Mystic Bull Games.
The Pulp Weird Encounter Series comprises DCC RPG Adventures inspired by the weird pulp fantasy of the 60's and 70's.
Issue #1 introduces you to the Tomb of the Squonk and The Silent Army.
Tomb of the Squonk: A hideous creature pleads for you to restore his human form in a weird twist on a fairy tale conceit. (Author: Daniel J. Bishop)
The Silent Army: Something in the woods has ensorcelled the men of a woodcutters village. They stand silent and foreboding, watching and waiting for something. What did they see, and can you avoid the same fate? (Author: Charlie Scott)
I am surprised and pleased by how well the name "Pulp Weird" so fully encapsulates an underlying tone to the DCC RPG - kudos to the fine folks at Mystic Bull who thought that one up! (I think it was Paul Wolfe?)
The Pulp Weird Encounter Series comprises DCC RPG Adventures inspired by the weird pulp fantasy of the 60's and 70's.
Issue #1 introduces you to the Tomb of the Squonk and The Silent Army.
Tomb of the Squonk: A hideous creature pleads for you to restore his human form in a weird twist on a fairy tale conceit. (Author: Daniel J. Bishop)
The Silent Army: Something in the woods has ensorcelled the men of a woodcutters village. They stand silent and foreboding, watching and waiting for something. What did they see, and can you avoid the same fate? (Author: Charlie Scott)
I am surprised and pleased by how well the name "Pulp Weird" so fully encapsulates an underlying tone to the DCC RPG - kudos to the fine folks at Mystic Bull who thought that one up! (I think it was Paul Wolfe?)
New Review & Time Is Running Out & In Other News
New Review: http://endzeitgeist.com/ezg-reviews-al-5-stars-darkness/
As per, time is running out to extend the range of free stuff as per this post, although you still have a good chunk of time left to qualify to get the free stuff.
In other news, it has occurred to me that a series of one-shots in a public space isn't really what Toronto needs....perhaps what it needs is an ongoing campaign in a public space wherein you can drop in and drop out as you are able to play, centering around a megadungeon, as was the case in Gary's day? That wouldn't preclude one-shots, but it means that characters would become a greater investment for their players.
Any thoughts?
As per, time is running out to extend the range of free stuff as per this post, although you still have a good chunk of time left to qualify to get the free stuff.
In other news, it has occurred to me that a series of one-shots in a public space isn't really what Toronto needs....perhaps what it needs is an ongoing campaign in a public space wherein you can drop in and drop out as you are able to play, centering around a megadungeon, as was the case in Gary's day? That wouldn't preclude one-shots, but it means that characters would become a greater investment for their players.
Any thoughts?
Saturday, 15 June 2013
The Good, the Bad, and the Unexpected
A Tale of the Road Crew
So, as of today I have been prepared for
three outings to play in local game stores in the Toronto Area.
Last weekend, I ran Harley Stroh’s excellent Sailors on the Starless Sea at Wizard’s Cache. The venue was loud, as there were three
Pathfinder Society games going on in the same space, and the tables were not
overlarge. But six of us crowded around
the table, I leaned in to be heard, and we had a blast. One of the players I had met on Free RPG Day
last year, and another I had met online on Dragonsfoot. It’s always nice to greet people we know, and
to be able to put a face to an online persona.
Today, I was at Duelling Grounds at 11 am sharp, to run The Arwich Grinder, a
Lovecraft-inspired 0-level funnel that I had written for Crawl! Fanzine. I waited an hour, but as no one showed up, I
called the event and headed home.
At 4:30 pm, I was at 200 King Street East
for The
Imperishable Sorceress, at an event hosted by Hairy Tarantula, which was supposed to begin at 5 pm. Because HT had a large turnout for Magic,
they moved the rpg events to the basement cafeteria. If anyone went to the 6th floor
looking for the game, I apologize. As
the elevator to 6 was not in service due to construction, you might have felt a
little like Arthur Dent looking for the zoning commission plans. I know I did.
In any event, D&D Next took up the
space until 5:30, so there was no event, and if anyone had come looking for it,
they went away disappointed. Again, I
apologize if this was the case. I must
admit that, at this moment, my momentum tracker was showing that I was losing
the spell duel.
I did use the extra time constructively,
and drafted a new wizard spell for a project I am working on.
Yet, as there were still some gamers
hanging around talking, and as I’d schlepped my materials all that way…I
decided to take the opportunity to proselytize DCC. I mean, why not? And, as it turned out, we ended up playing a
bit of The Arwich Grinder before George Brown College Security kicked
us out of the building (apparently, HT didn’t bother to notify security that
there was an event scheduled there after D&D Next.
So, what did I learn?
(1) Never schedule a game on Free RPG Game
Day at a store that is not participating in Free RPG Day.
(2) Try to partner with stores that will at
least take some action to talk to customers about your event. If you notice that they didn’t bother to put
it up on their calendar board (Duelling Grounds) or discover that they didn’t
even notify security that you would be there (Hairy Tarantula), consider a more
proactive venue. Wizard’s Cache was much
better in this regard.
(3) Pay attention to what you schedule
against. I received emails from some of
the Wizard’s Cache participants about scheduling conflicts, although they were
interested in the other events.
(4) Never give up. Unless you are completely alone in the store,
strike up a conversation and try to strike up a game. You never know where that might lead you.
Through no fault of anyone (except, I
suspect, Canada Customs) no swag was available at any of the three events that
I set up. Well, except for some dice
that went AWOL at Wizard’s Cache. However,
swag has been mailed, and additional swag has been ordered, so it is to be
hoped that the next event will be both more successful and more swag-laden.
So, here is my question for you, Toronto
area gamers: Where would you be most
likely to attend an event, and when? I am thinking that the next events should be Well of the Worm (lvl 1) Tower Out of Time (lvl 2), and Bone Hoard of the Dancing Horror (lvl 2), because, presumably, the same characters can be reused, so that the loot you get from one goes on to the others.
Thoughts? Interest? Other suggestions?
Wednesday, 12 June 2013
A Game of Dungeon Crawl Classics
Saturday June 15th (Free RPG Day) at 11 am, I will be at Duelling Grounds (1193 Bloor Street West) running a playtest of The Arwich Grinder, a 0-level funnel written by myself, and slated to appear in an upcoming issue of Crawl! Fanzine. All necessary materials will be provided.
The Curwen Family have lived up among the pine woods on the outskirts of Arwich Village for as long as the oldest village gaffers can remember. Talk in the village is that they are quiet and clannish – perhaps something odd in their makeup – but when famine hit Arwich hard two winters ago, it was they who kept many of the villagers alive. The village owes much to their reclusive neighbours. And now, at last, a chance has come to repay that debt.
At 5 pm, I will be at George Brown College (200 King Street East; 6th floor gym) running The Imperishable Sorceress. This event is sponsored by Hairy Tarantula North! Again, all necessary materials will be provided.
Hope to see you there!
Please be advised that Duelling Grounds is NOT participating in Free RPG Day this year, so if you wish to play in The Arwich Grinder, you may first wish to stop at 401 Games on Yonge Street, which opens early, and is participating.
Friday, 7 June 2013
Games Schedule Update
This Sunday, at 1 pm, I will be running
Sailors on the Starless Sea (author Harley Stroh) at The Wizards’s Cache, 333
Bloor Street West in Toronto, just a hop, skip, and a jump from the St. George
subway station.
Find out why villagers are
disappearing! Explore the keep! Die in droves! And some of you will become heroes! All necessary materials supplied.
Saturday June 15th (Free RPG
Day) at 11 am, meet me at Duelling Grounds (1193 Bloor Street West) for an
opportunity to playtest The Arwich Grinder, a 0-level funnel written by myself,
and slated to appear in an upcoming issue of Crawl! Fanzine. All necessary materials will be provided.
The Curwen Family have lived up among the
pine woods on the outskirts of Arwich Village for as long as the oldest village
gaffers can remember. Talk in the
village is that they are quiet and clannish – perhaps something odd in their
makeup – but when famine hit Arwich hard two winters ago, it was they who kept many of the villagers alive. The village owes much to their reclusive
neighbours. And now, at last, a chance has come to repay that debt.
Finally, come with me at 5 pm, or meet me,
at George Brown College (200 King Street East) 6th floor gym to experience The
Imperishable Sorceress, using either your surviving funnel characters or
pregenerated 1st level characters. This event is sponsored by Hairy Tarantula North!
Again, all necessary materials will be provided.
These events are the first of a series. Surviving characters can and will be used again! Come try this great game if you are not already a player. And, if you are already a player, come and play!
Hope to see you there!
Tuesday, 4 June 2013
TalkingClix & Social Interaction
Reading
Black Vulmea’s excellent post on social interaction in role-playing games makes me somewhat concerned that my repudiation of –C’s “On the Immersive Lie”
and “On the Fiction First Failure” posts make me sound as though I am averse to
rolling dice at all where social interaction is involved.
As Black
Vulmea rightly points out, there is a similarity between “I roll Diplomacy!”
when involved in a social setting and “I roll Tactics!” when involved in a
combat. Just as we expect the player to
determine his character’s own tactics, we expect the player to determine how he
approaches a given social interaction. And, in both cases, dice or other widgets may
come into play to resolve what then occurs.
The problem
with –C’s posts is the idea that deciding what you do before determining how to
resolve the outcome is stopping the play of the game in one post, and damaging
to (the non-existent, according to –C) immersion in the other.
Let’s
imagine that you have an actual altercation, in real life. The “tactics” of “rolling Diplomacy” include
understanding the opposing point of view as well as ordering your own
priorities. Ordering your own priorities
is important because negotiation usually requires compromise, and you may have
to cede something you would like to keep in order to gain something you need or
just want more.
“TalkingClix”
occurs when the GM believes it is just too hard to understand the NPCs’
motivations, and/or the player wants to gain the benefits of negotiation
without having the inconvenience of giving anything up. In some cases, this just means giving up the
degree of pride necessary to ask forgiveness or for a favour. It occurs when you begin to argue that
knowing what is happening in the fictive milieu isn’t necessary to resolve what
occurs (or even damages resolution), and that, since the fictive milieu isn’t
real, immersion doesn’t matter/doesn’t exist/is harmed by seeking to understand
what occurs in the fictive milieu prior to applying results.
Effectively,
this is an argument that dissociated mechanics are better for resolving action
within a role-playing game than associated mechanics.
Whether a
character is walking across the floor, riding a horse, climbing a rope, or
trying to convince a goblin to let her pass, the dice are rolled if (1) the
outcome is in doubt and (2) the outcome matters, typically due to a time limit or
some danger involved with failure. For
example, no roll is likely required to kill a sleeping goblin, but a goblin who
is armed and aware offers the potential consequence of being attacked in return
(with related issues of hit point loss and possible death).
Abstract hit
point loss works because it leads to a far less abstract potential
outcome: character death. I do not think that many players would enjoy
a game in which they had no say about what their characters offer in order to “roll
Diplomacy” with a kobold. The consequences
are made concrete in a fiction-first system by having the players set them
(i.e., “IF you let us cross the river here, THEN my brother will marry one of
your daughters.”) The outcome, if in
doubt, may then be rolled for, or engaged through a series of mechanical
widgets, based upon the game rules and the desires of the participants.
Mechanics
for social interaction are not the problem.
Mechanics that subvert fiction-first, immersive social interaction
(i.e., dissociative social interaction mechanics) are. That is when you find yourself playing
TalkingClix instead of a role-playing game.
Saturday, 1 June 2013
Artists We Know and Love
http://www.youtube.com/watch?v=tXBdtjo5Ik8
David is also the author of the upcoming Trolls of Mistwood adventure from Dragon's Hoard Publishing for the Dungeon Crawl Classics game system.
While discussing artists, it would be remiss of me not to mention Chris Heilmann, a friend of mine from Ottawa who did the illustrations for Stars in the Darkness from Purple Duck Games. His online portfolio can be found here.
Friday, 31 May 2013
Road Crew Games
I will be running Harley Stroh's excellent Sailors on the Starless Sea on 9 June 2013 at The Wizard's Cache, starting at 1 pm.
This is a 0-level funnel for Dungeon Crawl Classics, and a great introduction for new players. All necessary materials will be provided.
This will be the first of several events, wherein surviving characters can continue to grow and prosper (or die horribly).
333 Bloor Street West, phone 647-748-3433.
Future games will include a mixture of new material, converted material, DCC modules, and material wherein participants can gain playtest credits!
Wizard's Cache has just negotiated a serious expansion at its current location, so this is also a "Grand Reopening" of the store!
I will be running The Imperishable Sorceress sponsored by Hairy Tarantula North on Free RPG Day, June 15th 2013.
This is a 1st level module for Dungeon Crawl Classics; all necessary materials will be provided.
Location of this event is TBA, and may be either at the store location (6979 Yonge Street, phone 647-430-1263) or at a gaming event at George Brown University. I will update this post as soon as a final decision has been reached by the game store.
This is a 0-level funnel for Dungeon Crawl Classics, and a great introduction for new players. All necessary materials will be provided.
This will be the first of several events, wherein surviving characters can continue to grow and prosper (or die horribly).
333 Bloor Street West, phone 647-748-3433.
Future games will include a mixture of new material, converted material, DCC modules, and material wherein participants can gain playtest credits!
Wizard's Cache has just negotiated a serious expansion at its current location, so this is also a "Grand Reopening" of the store!
I will be running The Imperishable Sorceress sponsored by Hairy Tarantula North on Free RPG Day, June 15th 2013.
This is a 1st level module for Dungeon Crawl Classics; all necessary materials will be provided.
Location of this event is TBA, and may be either at the store location (6979 Yonge Street, phone 647-430-1263) or at a gaming event at George Brown University. I will update this post as soon as a final decision has been reached by the game store.
The Well of the Worm
The Well of the Worm by Harley Stroh (DCC conversion by yours truly) has now been solicited at the Goodman Games website, and is available for a limited time through the Goodman Games webstore.
Why should you consider this one?
First off, because anything by Harley Stroh rocks. Second off, because all of the DCC products Joseph Goodman has put out rock. Thirdly, because I had a lot of fun working on the conversion, and I can say that this adventure rocks.
It is always fun to see an adventure for a different system through a DCC lens. I have converted Gamma World, 1st Edition AD&D, 3.x Dungeons & Dragons, Labyrinth Lord, and other "compatible" materials for my home game.
It was really cool to get the opportunity to do an official conversion!
Thank you, Harley Stroh, for writing such a cool adventure in the first place.
Thank you, Joseph Goodman, for giving me the chance to do this conversion.
Thank you, all of you, who purchase and play it.
Why should you consider this one?
First off, because anything by Harley Stroh rocks. Second off, because all of the DCC products Joseph Goodman has put out rock. Thirdly, because I had a lot of fun working on the conversion, and I can say that this adventure rocks.
It is always fun to see an adventure for a different system through a DCC lens. I have converted Gamma World, 1st Edition AD&D, 3.x Dungeons & Dragons, Labyrinth Lord, and other "compatible" materials for my home game.
It was really cool to get the opportunity to do an official conversion!
Thank you, Harley Stroh, for writing such a cool adventure in the first place.
Thank you, Joseph Goodman, for giving me the chance to do this conversion.
Thank you, all of you, who purchase and play it.
Thursday, 30 May 2013
Bullshit Alert
Did you know that immersion doesn't exist? Because people might use the word to mean different things? Because it might have a very personal meaning?
(Which differs not at all from, say, "role-playing game" or "D&D", which apparently are also lies, if one follows that "logic".)
What does that have to do with playing with people who are your friends? Nothing! But, hey, no one can argue with that, so let's toss that in there to confuse the issue.
Let's say that you accept the argument that "the game was in the description! Of course it is!" Then, does it actually follow that when you are dealing with that description, it is somehow "shutting everything down"? Or, would it make sense that, if you accepted that the game was in the description, that "stopping play to force someone to describe the action of the game" cannot be "disruptive to play" because that description of action is, in fact, a major component of the game?
Or, let us imagine that taking the role of your character negotiating with a goblin (portrayed by the GM) is only immersive "if you wanted to be immersed in the player persuading the Dungeon Master, not the character persuading the goblin", 'cause, you know, when you are rolling for it, that's the character, not the player.
"[D]ishonest and worse, counterproductive and not useful from a design standpoint" pretty much covers it. Yet another post suggesting that you are only playing the game when you are rolling the dice, or working the widgets, from someone who just doesn't seem to understand that the widgets are there to support the fictive milieu and action, not the other way around.
There may be "many. . . unintentional misunderstandings of things" certain people say, or it may just be that bullshit has an unmistakable odour. I leave it the reader to decide.
ADDENDUM ('cause I just can't leave well enough alone). If you would be so kind, take a gander at this post.
(Actually, seriously, read the comments too!)
Now, go back and read the first linked post, and follow the links here. And, if you want, you can find my response to that here.
Riddle me this, Batman: How is it that -C in 2011 knows why combat is handled differently than talking, but two years later this has become a mystery?
Perhaps -C's answer in 2011 is the best one: "This, is of course another strawman - a misrepresentation of the actual process of play."
ADDENDUM to the ADDENDUM: Ah, hell. You should read this one too. In it, -C postulates, "Combat/feat build uses aside, there is certainly some room for a 'social conflict' system in D&D, but a simple D20 comparison check is a really really boring way to handle it!" so the seeds were sown by 2011.

Actually, there have been several systems in the D20 System written to handle "social combat", the best of which was probably Dynasties & Demagogues, which, if you ignore or are unsatisfied with "Because at the table, I can't use my personal skill to swing an axe, but I can use my personal skill to convince a crocodile to let me pass.", will allow you to consistently make all kinds of social interactions into a mini-game.
If that's your bag, man, then this is a book that comes highly recommended.
(Which differs not at all from, say, "role-playing game" or "D&D", which apparently are also lies, if one follows that "logic".)
What does that have to do with playing with people who are your friends? Nothing! But, hey, no one can argue with that, so let's toss that in there to confuse the issue.
Let's say that you accept the argument that "the game was in the description! Of course it is!" Then, does it actually follow that when you are dealing with that description, it is somehow "shutting everything down"? Or, would it make sense that, if you accepted that the game was in the description, that "stopping play to force someone to describe the action of the game" cannot be "disruptive to play" because that description of action is, in fact, a major component of the game?
Or, let us imagine that taking the role of your character negotiating with a goblin (portrayed by the GM) is only immersive "if you wanted to be immersed in the player persuading the Dungeon Master, not the character persuading the goblin", 'cause, you know, when you are rolling for it, that's the character, not the player.
"[D]ishonest and worse, counterproductive and not useful from a design standpoint" pretty much covers it. Yet another post suggesting that you are only playing the game when you are rolling the dice, or working the widgets, from someone who just doesn't seem to understand that the widgets are there to support the fictive milieu and action, not the other way around.
There may be "many. . . unintentional misunderstandings of things" certain people say, or it may just be that bullshit has an unmistakable odour. I leave it the reader to decide.
ADDENDUM ('cause I just can't leave well enough alone). If you would be so kind, take a gander at this post.
How come it's ok to use 'skill checks' for combat, and not for something like talking to opponents?
Because at the table, I can't use my personal skill to swing an axe, but I can use my personal skill to convince a crocodile to let me pass.
(Actually, seriously, read the comments too!)
Now, go back and read the first linked post, and follow the links here. And, if you want, you can find my response to that here.
Riddle me this, Batman: How is it that -C in 2011 knows why combat is handled differently than talking, but two years later this has become a mystery?
Perhaps -C's answer in 2011 is the best one: "This, is of course another strawman - a misrepresentation of the actual process of play."
ADDENDUM to the ADDENDUM: Ah, hell. You should read this one too. In it, -C postulates, "Combat/feat build uses aside, there is certainly some room for a 'social conflict' system in D&D, but a simple D20 comparison check is a really really boring way to handle it!" so the seeds were sown by 2011.

Actually, there have been several systems in the D20 System written to handle "social combat", the best of which was probably Dynasties & Demagogues, which, if you ignore or are unsatisfied with "Because at the table, I can't use my personal skill to swing an axe, but I can use my personal skill to convince a crocodile to let me pass.", will allow you to consistently make all kinds of social interactions into a mini-game.
If that's your bag, man, then this is a book that comes highly recommended.
Sunday, 26 May 2013
Mulmo Preview - Spoilers Sweetie
If you intend to play through this module, do not read the following. This is a very minor encounter area, an homage to Robert E. Howard, to give some idea of the flavour of the text.
First Review!
1-12 Storage Chamber: This chamber, roughly 50 feet in diameter, is filled with barrels, crates, and bundles, which have been hacked, with some of their contents strewn around the chamber in a welter of spoiled foodstuffs and broken glass.
These goods were gained through a mixture of trade, tribute, and theft. Most were foodstuffs, although there was cloth, glassware, and ceramics as well. Nothing of value remains whole, and there are clear signs of animals large and small having been here.
A large urn decorated with a serpent motif and sealed with a heavy lead plug remains unopened. It will only be located if the characters spend at least 30 minutes searching through the debris. Runes on the lid declare it the property of the cult of an evil snake god. Although both elves and trow were wise enough to leave it alone, the PCs may not be – within is coiled a demonic serpent which appears as a 10 foot long crimson cobra with almost human facial features.
The demonic serpent’s bite is poisonous; any who is struck must make a Fort save (DC 14) or be paralyzed instantly, dying in 1d4+2 rounds unless the poison is somehow countered. The serpent can spit a line of venom up to 20’. In this case, the victim must make a Reflex save (DC 12) or suffer poisoning. If the Reflex save is a natural “1”, the victim is struck in the eyes, and must make an additional Fort save (DC 16) or be permanently blinded even if the venom is countered.
Demonic serpent: Init +6; Atk bite +6 melee (1d3 plus poison); AC 18; HD 6d12; hp 50; MV 40’; Act 2d20; SP poison, spit poison, demon traits (type II: speech, read minds, infravision, darkness [+8 spell check], immune to non-magical weapons or natural attacks from creatures of 3HD or less, half damage [fire, acid, cold, electricity, and gas], can teleport back to home plane at will, crit threat range 19-20); SV Fort +6, Ref +10, Will +6; AL C.
First Review!
1-12 Storage Chamber: This chamber, roughly 50 feet in diameter, is filled with barrels, crates, and bundles, which have been hacked, with some of their contents strewn around the chamber in a welter of spoiled foodstuffs and broken glass.
These goods were gained through a mixture of trade, tribute, and theft. Most were foodstuffs, although there was cloth, glassware, and ceramics as well. Nothing of value remains whole, and there are clear signs of animals large and small having been here.
A large urn decorated with a serpent motif and sealed with a heavy lead plug remains unopened. It will only be located if the characters spend at least 30 minutes searching through the debris. Runes on the lid declare it the property of the cult of an evil snake god. Although both elves and trow were wise enough to leave it alone, the PCs may not be – within is coiled a demonic serpent which appears as a 10 foot long crimson cobra with almost human facial features.
The demonic serpent’s bite is poisonous; any who is struck must make a Fort save (DC 14) or be paralyzed instantly, dying in 1d4+2 rounds unless the poison is somehow countered. The serpent can spit a line of venom up to 20’. In this case, the victim must make a Reflex save (DC 12) or suffer poisoning. If the Reflex save is a natural “1”, the victim is struck in the eyes, and must make an additional Fort save (DC 16) or be permanently blinded even if the venom is countered.
Demonic serpent: Init +6; Atk bite +6 melee (1d3 plus poison); AC 18; HD 6d12; hp 50; MV 40’; Act 2d20; SP poison, spit poison, demon traits (type II: speech, read minds, infravision, darkness [+8 spell check], immune to non-magical weapons or natural attacks from creatures of 3HD or less, half damage [fire, acid, cold, electricity, and gas], can teleport back to home plane at will, crit threat range 19-20); SV Fort +6, Ref +10, Will +6; AL C.
Friday, 24 May 2013
Playtesters
I am looking to send materials to 2-3 judges who would run Dungeon Crawl Classics playtests for me. If you can run a playtest with about a week's to two week's turnaround on a regular basis, please let me know. Sorry that I won't be able to take everyone who wants in (someone must be left to buy the materials), but if you want playtest credits, here's your chance!
Shoot me an email at ravencrowking at hotmail dot com.
Shoot me an email at ravencrowking at hotmail dot com.
Thursday, 23 May 2013
Wednesday, 22 May 2013
From Mercury to Yuggoth, and All Points Between
There came a point, when I was soaking
myself in the delightful text that is the Dungeon Crawl Classics role-playing
game, that I decided to go back and read the Appendix N fiction. I mean,
I had read quite a few authors and novels on the list, but there were also many
that I did not know, and works of fiction that had passed me by. If you don’t understand what I mean by
soaking myself in the DCC core rulebook, you either have not read it, or your
appreciation for the genre is very different from mine. Because you are reading this blog, I am going
to assume that you know what I mean.
Eventually, there came a point where I was
not just reading the list; I was studying it.
Whenever I worked on a new DCC project, it became integral to my
thinking that no fewer than three homages to Appendix N sources should be intentionally
included. I have tried to do this as
consistently as I can…although I admit that I allow for a greater breadth in
Appendix N sources than some others might.
For instance, I do not stop at the Mars and Venus books of Edgar Rice Burroughs…nor do I even stop
at Tarzan, The Moon Maid, and other
adventure fiction. Works like The
Oakdale Affair and The Efficiency Expert are fair game
in my books.
Within the 1st Edition AD&D Dungeon
Master’s Guide, Gary Gygax
mentions setting adventures on Jack
Vance’s Tschai and Burroughs’ Barsoom. Conversion notes are given for Boot Hill, indicating that perhaps the
westerns of E.R. Burroughs and the weird westerns of Robert E. Howard might also have fit into Gygax’s vision of
Appendix N. What is very clear, though,
is that a lot of stories in Appendix N fiction take place on other worlds.
And why not? Who would not wish to adventure on the Mars
of Edgar Rice Burroughs, Michael
Moorcock, or C.L. Moore? Who would not want to quest across the solar
system as envisioned by Leigh Brackett,
or travelled to far worlds like Skaith
and Tschai? Who would not want to be equal to – or even surpass!
– Eric John Stark, John Carter, or Northwest Smith? The canopy
is vast, and the characters loom enormously over the landscape of their worlds
and of our dreams.
The pulp magazines were full of stories like these. John Carter could not adventure across Barsoom alone - he must also investigate one of its moons, and then travel as far as Jupiter. Seeking out strange new worlds is a driving passion of many of the Appendix N authors. These sort of stories even outnumber "lost world" stories, like those of the Pellucidar series, various survivals in Robert E. Howard stories, and the Caspak series that begins with The Land That Time Forgot. Alien princesses and Low Canal Dwellers outnumber even the dinosaurs.
Likewise, Manly Wade Welman was not content to merely write about Hok the Mighty - he also wrote of aliens coming to take over that primitive world.
One of the first adventures I converted to
the Dungeon Crawl Classics system was from Gamma World, as part of a funnel
adventure. I am actually playing this
same conversion online, at Unseen
Servant. Fun, as far as it goes, but
it does not go nearly as far as it should.
It has been suggested that the structure of
the planes in AD&D was lifted from the works of Michael Moorcock. Reading through Appendix N, I do not believe
that this is completely accurate.
Moorcock’s work was influential, yes, but he was neither the first nor
the best at using multiple planes of existence.
I tend to think that works like The Carnelian Cube and The Fallible
Fiend, the Silver John
stories of Manly Wade Wellman, and
the writing of Philip Jose Farmer, Andre Norton, and Lord Dunsany, at the very least, were equally or more
important.
In the DCC core rulebook, Joseph Goodman suggests using other
worlds as destinations for adventures, exactly in the same way as various
heavens, hells, and elemental planes are used in many fantasy role-playing
games. I find this good advice, and I
think that Dungeon Crawl Classics is admirably suited for such play. Sure, you need stats for laser guns,
blasters, or similar weapons – possibly specific critical and fumble charts as
well – and unique classes for the alien races you might meet. But those things are actually little more
than local colour…the same sort of local colour, perhaps, that any fantasy
world should be given. The system
remains intact.
I am beginning to think that, running
parallel to my regular DCC campaign, I should devise a setting that intersects,
which is pure science fantasy of the type epitomized by certain Appendix N
authors. Not just a single world, such as
Barsoom, Venus, or Ganymede, but an interconnected system of worlds. Something that would make C.L. Moore or Leigh
Brackett feel right at home.
What do you think? Is this an idea anyone else would be
interested in hearing more about?
Tuesday, 21 May 2013
Monday, 20 May 2013
The Revelation of Mulmo
At the time of this writing, The Revelation of Mulmo has just been approved by Joseph Goodman, and should be available soon at the usual locations, such as rpgnow and drivethru.
This pdf is 76 pages long. Even including maps, a one-page advertisement, and covers, that is a lot of pages of adventure, with 60 described areas, a new spell, and three new patrons.
(These are incomplete write-ups - no patron spells! - but I think you will find them useful.)
Important information is reproduced from Angels, Daemons, & Beings Between for judges lacking that reference work.
If you backed Angels, Daemons, & Beings Between, well, this was the last piece in the puzzle. Lead developer Sean Conners will be up late tonight sending emails and moving the project to a close. So good news there.
In addition to using the same terms as Angels, Daemons, & Beings Between and Tomb of Curses, allowing other writers and publishers to use the included patrons in their own approved DCC work, The Revelation of Mulmo adds several monsters to the OGC, allowing them to be used by anyone and any time and with any game system.
Why? Because we love the Open Gaming License, and we think that you will want to use some of these monsters in your own work. Like the fellow to the right.
Art is by David Fisher, and I think it is quite good. I have included a couple of samples in this blog post to whet your appetite.
While every monster is not added to the OGC, the monsters added follow a particular theme, and I truly hope that someone will pick it up and run with it.
Did I mention that the new spell (Scrying) is also added to the OGC?
In terms of price point, the prospective judge should find enough material between the covers to get a lot of reuse out of this adventure...if not by reusing the location itself, then by reusing some of the patrons, characters, creatures, and items within.
From the back cover text:
In The Revelation of Mulmo, brave adventures risk magic, monsters, and the passage of time itself to bring a fallen comrade back from the dead.
This module describes a fallen elf hill, with descriptions of 60 locations, additional patron information, and a new spell. It makes use of patron information from the DCC rulebook and Angels, Daemons, & Beings Between by Dragon's Hoard Press.
If you are wondering how to make patrons more active in your campaign, this is the adventure for you!
If you are tired of elves being treated as goodie-goodies who live in the forest being nice to each other and to everyone else, this is also a module for you. The elves in The Revelation of Mulmo take their essence from all of the depictions of elves in Appendix N fiction, including some which go by different names.
Taken together with this author's Stars in the Darkness (published by Purple Duck Games), you are given strong tools to completely rethink elves - making them less what they are in Lord of the Rings rip-offs, and a hell of a lot more Dungeon Crawl Classics!
Or, at least, that was my intention. Hope you enjoy.
Sunday, 19 May 2013
All I Have to Do is Dream…
Dream sequences are a significant part of
the fiction that inspired the game.
Conan meets with the Epemitreus the Sage in a dream in The Phoenix on the Sword. Frodo sees Gandalf escape in Orthanc in a
dream in The Fellowship of the Ring. The Dreamlands of H.P. Lovecraft beckon, and
John Carter’s adventures on Mars occur while his body sleeps in a near-death
state on Earth. Dreams can reveal
information, supply gear, or even be places to adventure in their own right.
I. Simple Dreams
The purpose of a simple dream is to supply
information to the player/PC involved. This
is what happens when Frodo dreams of Gandalf in The Lord of the Rings. These
dreams may be simply prophetic, or they may be the result of powerful
supernatural beings trying to communicate information to the sleeper. This sort of information is generally coded,
and must be interpreted correctly to be of value.
As an example, in one Dungeons &
Dragons game I ran, a paladin character was presented with some ethical
problems, and was strongly considering acting as the party wished rather than
as conscience dictated. The character
had a dream wherein he was confronted with a man juggling nine coloured balls,
with the admonition that no one could hold them all at one time.
In another (online) game, I had a dream
occur with a parable relating to the current situation.
In ancient times, dream interpretation was
taken very seriously, because it was known that the gods sent messages to
dreamers. Dream interpretation was a
valuable service, if one could do it well.
Even today, there are many books on dream interpretation available at
bookstores – although we tend to believe that dreams are messages from our
subconscious, rather than from gods.
I find that these sorts of dreams are best
represented by writing the dream out, printing it off, and then giving it to
the player to read. Importantly, after
the player is done reading it, I take the sheet back. It is up to the player to note the salient
points and write anything down he or she may wish to remember.
Some of these dreams should be red herrings
– they are just dreams, and not messages from beyond.
Simple dreams can have effects on the
waking characters as well, such as lack of rest or even physical damage, if
they arise from a choice the players have made.
See James Raggi’s Death Frost Doom for an excellent
example of how choices made by the PCs can have consequences when they sleep.
II. Complex Dreams
If the character has something to gain
other than simple information, it may be worthwhile to briefly play the dream
out in-game. This allows the GM to judge
just how much should be gained, if anything at all, in the same way as occurs
in other parts of the game.
For instance, imagine that your PC(s), like
Conan, gain an audience with some supernatural patron while dreaming. In this case, how your players choose to
react, and what they have their characters say, is probably important enough to
the outcome of the sequence to spend game time playing it out. Character sheets are probably not needed…most
dreams of this sort can be resolved simply through description and
role-playing.
The simplest form of complex dream allows
the character to choose between two options.
For example, imagine that a character is being haunted by a dream hound,
which hunts him throughout his sleeping hours.
After a brief description of the hound and the scene, the GM asks the
player what he will do. If the PC
confronts the hound, it is rendered powerless, and the haunting ends. If the PC runs, the hound is empowered, and
some debilitation occurs to the PC in the waking world. Again, the simplest form is that the PC gains
no benefit from rest.
Within a complex dream, there is something
to be gained, something to be lost, or both.
In order for the choice to be meaningful, it has to meaningfully affect
the game in some way. Otherwise, you are
much better off simply treating the sequence as a simple dream, above.
In these sorts of dreams, objects can
manifest from the dream world into the material world, as was the case in The Phoenix on the Sword, but that is
not the only option. A dream might
unlock the key to a wizard’s spell if the player chooses wisely, or it might
grant luck or supernatural patronage.
The level or type of information gained from a dream might be linked to
choices made in the dream itself.
Characters can die in dreams. They may or may not die in real life as a
result. Dream creatures can cause
physical injury, or eat away points of Intelligence, Personality, Wisdom, or
Charisma (depending upon your game of choice).
At this point, though, dice are going to be rolled, and you are probably
looking at a full-on dreamscape.
III. Dreamscapes
A dreamscape is a dream which seems to have
a physical, objective reality of its own, even if the rules do not conform to
those of the waking world. My module, Through
the Cotillion of Hours (Purple Duck Games), is an example of a
dreamscape.
When devising a dreamscape adventure, the
prospective GM must determine (1) why the dreamscape has formed, (2) what the
rules of the dreamscape are, (3) how the characters enter the dreamscape, and
(4) whether or not they are transformed by entering the dreamscape, and if so,
how.
Answering (1) will help in answering the
remaining questions. If there is but a
single player involved, the dreamscape can spring from that character’s
mind. Otherwise, some supernatural or
psychic entity is probably responsible, and that creature can determine to some
degree what the conditions of the dreamscape are. A demon-formed dreamscape is hellish, while
that formed by a goddess reflects her theology, portfolio, and symbolism. If a dreamscape is formed by the mind of a
PC, its texture and details arise from what the GM knows of the PC and her
experiences. There is also the
possibility that the dreamscape is another plane unto itself, and needs no
creature’s thoughts to sustain it. H.P.
Lovecraft’s Dreamlands, and the Barsoom of Edgar Rice Burroughs can be treated in
this manner.
So then, what are the rules of our
dreamscape?
A dreamscape can be temporary, or
recurrent, or enduring. A temporary dreamscape
is intended to exist only for a single adventure. A recurrent dreamscape is used as the
location of a number of adventures, or even the same adventure repeated
multiple times until “solved”. An
enduring dreamscape, like Lovecraft’s Dreamlands, can host entire campaigns.
The prospective GM will have to answer, at
the very least, the following questions.
It should be noted that, in a game in which dreams play a major part,
the answers to these questions can differ with each and every dreamscape
encountered, if the GM so desires. In
fact, giving dreams their own rules is part of what differentiates dreams from
other adventures.
1. Can the characters will the dream to
change? Can they introduce
elements? Can they change the wallpaper? If so, how?
What are their limitations?
2. How does magic work in the dream? If the game system has a cost for magic, does
that cost actually get paid by the character, or is the cost part of the dream
as well?
3. How does combat work in the dream? What happens if the character is
wounded? Do the wounds manifest on her
body, or are they healed upon waking?
What if the character dies?
4. Are there limitations on the character’s
actions? For example, in a nightmare,
the character might attempt to flee, but be unable to move. This could be given game statistics by
reducing movement speed in some or all parts of the dreamscape, requiring a
saving throw to act, or other means.
The GM should remember, when describing a
dreamscape, that the rules of the waking world need not apply. Within a dream, it may be entirely possible
to have conversations with ghouls, for example, without worrying about having
your face eaten. Characters may be able
to fly. There are no limitations due to
time or distance – architecture need not make sense. It is even possible to have the characters
abruptly find themselves in an earlier part of the dream again.
Think about what your own dreams are
like. Use them. Buy some dream interpretation books. Use the symbolism in them. Think up gonzo shit, and have fun with it.
(3), How the characters enter the
dreamscape, is important, because it is entirely possible that the characters
do not know that they are dreaming. The Doctor
Who story, Amy’s Choice, has the Doctor, Amy, and Rory experiencing two
dreams sequentially, with a challenge to discover which is the real world and
which is the dream world before they all die.
Randolph Carter enters the Dreamlands
intentionally. John Carter is paralyzed
in a cave when he feels his soul detach and head towards Mars. Through the Cotillion of Hours
occurs at some point when the characters are already sleeping. If the dreamscape actually exists as a plane
unto itself, there is no reason that the characters cannot enter it bodily and
awake.
Which leads into (4). Characters entering the dreamscape need not
use the same statistics as they do in waking life. Different dreamscapes can also use different
statistics. There is no reason not to
devise a dream in which the PCs are all talking ducks, or panda bears, or
goblins. They could be disembodied,
stronger than normal, weaker than normal, or as normal. They could have to reroll their statistics,
and use the new stats in the dreamworld.
In an extended campaign with an enduring
dreamscape, each character may have two sheets – one representing his waking
self and one representing his dream self.
These need be nothing alike. They
need not even be using the same game system.
They need not even involve the supernatural. It is easy to imagine, for example a Traveller
game wherein there is a machine that allows characters to share dreams. When hooked up to the machine, characters
dream themselves into a Dungeon Crawl Classics game. If their DCC personae die, they wake up. Either they can choose to start over, or they
can pay X credits to “restore” their personae.
Even within the above scenario, there is no
reason that a character cannot have a “dream within a dream” or a separate dream,
that uses different statistics and/or follows different rules. In Star Trek: The Next Generation, the
holodeck functions as extended dream sequences, but this did not prevent Jean
Luc Picard from experiencing a more visceral dream in The Inner Light.
When a character has more than one set of
statistics, and is not aware he or she is dreaming, the GM need not tell the
character to switch sheets until game events make statistics relevant.
Conclusion
Dreams are a part of life – once considered
an important part – and they can easily be used in role-playing games to offer
insight, a sense of connection to the larger supernatural world (in fantasy
games, anyway, and perhaps in others, depending upon your tastes), and variety
in gaming experience.
Use the different levels of dreams to have different
effects in your games. Use them
sparingly or often, use them appropriately, and have fun with them.
Wednesday, 15 May 2013
More On Adventure Design
It would be really nice to have a big get-together and raise a few pints and talk about adventure design. This post came about as a result of some conversations I have had on that topic recently.
I've cut the specifics out, but otherwise it is as I said it the first time.
I caution you against thinking about adventures in terms of story. There is a story....what happened before the PCs became involved....and there will be a story after PC involvement is done and the players are reliving the events, but I do not believe that the GM can or should know what is going to happen at each point along the way.
I would like to talk a little bit about layers and trigger events. Also about overt and covert threads.
What most people do when they start working on an adventure is the covert thread...what is really happening that the PCs must uncover in order to bring events to a satisfying conclusion. Most adventures need a layer of overt threads...things that happen out in the open, the ways that the players (and locals) first view the events and places in the adventure. If you think about an adventure as a mystery, the covert thread is what really happened. The overt threads are all of the other side issues, the alibis, the red herrings, and the daily life that conceals the covert thread from the detective until the mystery's climax.
Some rules of thumb:
As an example of what I mean here, consider ADVENTURE The characters are going in to GOAL. That's an overt reason for action. They need GIZMO to get in the LOCATION. That's another overt reason for action. Along the way, they are given many clues about the covert thread (the nature of the CREATURES in this area) which should lead them to a second covert thread (maybe we shouldn't DO SOMETHING THEY WERE PROBABLY PLANNING ON DOING). The presence of various treasures and things to manipulate give the players more overt reasons to explore beyond a strict linear progression to the pool.
As the PCs examine the various clues, their understanding of the adventure changes. Some of what was covert becomes overt. This continues throughout the adventure. As a result, the players' understanding of the adventure (and adventure location) develops a layered depth created through interpreting and re-interpreting what they encounter and whatever events occur. We all experience this in film or fiction, and we all know how shallow a movie or novel is that fails to cause us to reinterpret what has gone before. It is the difference between Dark Knight and Batman Forever.
There is nothing like peeling back those layers, as a player, and suddenly seeing the whole thing clearly. It is a great feeling, a moment of sheer exhilaration. Of course, it has to be the players actually doing the work, or it is meaningless. The GM telling you Bert is Evil is nothing like putting the clues together and realizing that, very much in contrast to what you've been thinking all this time, Bert is actually the evil mastermind who is controlling the entire street.
A note on clues: Different people can be pressured to play the villain's game in different ways. One might be promised gold, and his greed makes him do vile things. Another might have a shameful secret he is afraid will be exposed. Yet another might simply be trying to prevent the villain from targeting his baby sister. Various NPCs, being made to do the villain's bidding through various means, offer more clues than do the same NPCs if they are all doing it for gold. Different motives give rise to different behaviours, which in turn give rise to different chinks in the armour of the mystery, and more ways for the players to crack the shell open. You want to provide as much context as you can, without overtly spilling the beans, because you want the beans to be spilled. And it should not matter if they are spilled early or late.
That these different motives also raise the spectre of not all the "bad guys" being bad; that "fighting them" in some cases means (or can mean) "rescuing them" is all the better....because, if nothing else, it allows the players to have moments where they must make ethical decisions. It also means that a rescued "enemy" can become an ally, and can impart information (context) to the players.
Instead of imagining a climax where the PCs figure out what is going on, try to imagine the climax where the players learn the covert thread earlier, at the time, or never, and it still works. It is better to offer clues at the end, and give the players the opportunity to either figure it out or not, than it is to spill the beans.
Never knowing is better than knowing because the GM told you.
Knowing because you figured it out yourself is best of all.
Trigger events are things that happen after a particular condition is met. I.e., after the players ask at the Rusty Fox about the creepy old lighthouse keeper, they are attacked by thugs dressed like ghouls. Trigger events, when at all possible, should follow as a direct consequence of whatever triggered them, so that the timing is a clue to the covert thread. Even the dimmest of players will eventually realize that the priest is a spy if, after every time they go to him for help, the Temple of Chaos seems to know what their plans are.
Layering requires paths to explore that are not the main thread. Each of these paths, in some way, points back toward the major issues and what is moving below the surface. Both layers and trigger events are used to create the impression of things moving below the surface, and to give the players clues to finally peer below the surface and discover just what is going on.
This relates rather directly to a recent blog post.
Anyway, I am beginning to blather here.
Best of luck with your designs.
I've cut the specifics out, but otherwise it is as I said it the first time.
I caution you against thinking about adventures in terms of story. There is a story....what happened before the PCs became involved....and there will be a story after PC involvement is done and the players are reliving the events, but I do not believe that the GM can or should know what is going to happen at each point along the way.
I would like to talk a little bit about layers and trigger events. Also about overt and covert threads.
What most people do when they start working on an adventure is the covert thread...what is really happening that the PCs must uncover in order to bring events to a satisfying conclusion. Most adventures need a layer of overt threads...things that happen out in the open, the ways that the players (and locals) first view the events and places in the adventure. If you think about an adventure as a mystery, the covert thread is what really happened. The overt threads are all of the other side issues, the alibis, the red herrings, and the daily life that conceals the covert thread from the detective until the mystery's climax.
Some rules of thumb:
- For every part of the covert thread that the characters must uncover, there should be at least six clues.
- For any part of the covert thread that it would be cool if the characters uncovered it, there should be at least three clues.
- For every location you want the PCs to go to in order to discover these clues, there should be overt reasons for them to go there. Note that NPCs saying not to go there, even if there is a hoard of gold lost on those old burial grounds, is almost certain to make any PC walk into a death trap, let alone a creepy swamp.
As an example of what I mean here, consider ADVENTURE The characters are going in to GOAL. That's an overt reason for action. They need GIZMO to get in the LOCATION. That's another overt reason for action. Along the way, they are given many clues about the covert thread (the nature of the CREATURES in this area) which should lead them to a second covert thread (maybe we shouldn't DO SOMETHING THEY WERE PROBABLY PLANNING ON DOING). The presence of various treasures and things to manipulate give the players more overt reasons to explore beyond a strict linear progression to the pool.
As the PCs examine the various clues, their understanding of the adventure changes. Some of what was covert becomes overt. This continues throughout the adventure. As a result, the players' understanding of the adventure (and adventure location) develops a layered depth created through interpreting and re-interpreting what they encounter and whatever events occur. We all experience this in film or fiction, and we all know how shallow a movie or novel is that fails to cause us to reinterpret what has gone before. It is the difference between Dark Knight and Batman Forever.
There is nothing like peeling back those layers, as a player, and suddenly seeing the whole thing clearly. It is a great feeling, a moment of sheer exhilaration. Of course, it has to be the players actually doing the work, or it is meaningless. The GM telling you Bert is Evil is nothing like putting the clues together and realizing that, very much in contrast to what you've been thinking all this time, Bert is actually the evil mastermind who is controlling the entire street.
A note on clues: Different people can be pressured to play the villain's game in different ways. One might be promised gold, and his greed makes him do vile things. Another might have a shameful secret he is afraid will be exposed. Yet another might simply be trying to prevent the villain from targeting his baby sister. Various NPCs, being made to do the villain's bidding through various means, offer more clues than do the same NPCs if they are all doing it for gold. Different motives give rise to different behaviours, which in turn give rise to different chinks in the armour of the mystery, and more ways for the players to crack the shell open. You want to provide as much context as you can, without overtly spilling the beans, because you want the beans to be spilled. And it should not matter if they are spilled early or late.
That these different motives also raise the spectre of not all the "bad guys" being bad; that "fighting them" in some cases means (or can mean) "rescuing them" is all the better....because, if nothing else, it allows the players to have moments where they must make ethical decisions. It also means that a rescued "enemy" can become an ally, and can impart information (context) to the players.
Instead of imagining a climax where the PCs figure out what is going on, try to imagine the climax where the players learn the covert thread earlier, at the time, or never, and it still works. It is better to offer clues at the end, and give the players the opportunity to either figure it out or not, than it is to spill the beans.
Never knowing is better than knowing because the GM told you.
Knowing because you figured it out yourself is best of all.
Trigger events are things that happen after a particular condition is met. I.e., after the players ask at the Rusty Fox about the creepy old lighthouse keeper, they are attacked by thugs dressed like ghouls. Trigger events, when at all possible, should follow as a direct consequence of whatever triggered them, so that the timing is a clue to the covert thread. Even the dimmest of players will eventually realize that the priest is a spy if, after every time they go to him for help, the Temple of Chaos seems to know what their plans are.
Layering requires paths to explore that are not the main thread. Each of these paths, in some way, points back toward the major issues and what is moving below the surface. Both layers and trigger events are used to create the impression of things moving below the surface, and to give the players clues to finally peer below the surface and discover just what is going on.
This relates rather directly to a recent blog post.
Anyway, I am beginning to blather here.
Best of luck with your designs.
Monday, 13 May 2013
Footprints and Offstage Material
In my argument with Alexis, I pointed out
that gaming material is not meant to simply be hung on the wall; it has no
value until used. In an earlier
discussion, I had pointed out that material has meaning even if it is not
brought directly into play. These might
seem to be contradictory positions. I
would like to explain why I think that they are not.
Let us imagine that a perspective judge is
going to convert Keep on the Borderlands, Tomb of Horrors, and White
Plume Mountain to include as part of a DCC RPG campaign. The judge imagines that the game will start
in the vicinity of the Keep, and that the Tomb and the Mountain will be
locations within the campaign milieu, the first hidden and the second
not-so-hidden.
All of these areas are in play immediately, in
the sense that the 0-level PCs could decide to tackle, say, White Plume
Mountain as their inaugural adventure. The implication of a larger world is useless unless that larger world is actually there, and can be explored. The judge can (and should) offer clues as to the relative risks of various campaign areas, but in the end, it is the players, not the judge, who decide whether or not to venture where angels fear to tread.
More importantly, they are in play in the sense that they have a “footprint”
on the surrounding area. The wise judge
knows how to use this footprint to give areas meaning, so that when they are
brought “into play” in the second sense (actually encountered at the table),
they already have acquired depth, meaning, and history.
The evil priests in the Caves of Chaos have
a spy in the Keep. This spy never need
appear “on stage” for his presence to be felt.
If the characters have loose lips around the Keep, the spy will learn
whatever they say. That means that the
priests in the Caves will learn it also, after some delay, and will be able to
prepare for it. The group should be able
to deduce the existence of the spy even without ever encountering or
identifying him.
So, on the one hand, none of this material
is meant to be a work of art, hanging inviolate on your wall. You are meant to make use of it, directly or
indirectly. The elements of the campaign
world that are not directly encountered can and should impact on those which
are. This is an important factor in
allowing the game milieu to gain “a life of its own”.
On the other hand, being used does not always mean being brought directly into play. The
spy in the Keep is important even if never encountered directly. Knowing that the Tomb of Horrors is out there
gives players options even if they never choose to explore them.
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