I just updated Blogger to include a Blog List. Are there some other blogs I should be following?
Thanks,
RC
Thursday, 26 January 2012
S is for Sandbox Part IV: A Sample Minor Adventure Site (2): The Great Outdoors
Picking up from the last “S is for Sandbox”
column, we are looking at the creation of a sample minor adventure site. In this column, we are looking at the first
of three maps, the outdoor map. I drew a
quick map, using a scale of 1 hex = 1 mile.
You will notice that I used hex paper with
numbered hexes. This is because I want
to be able to create additional encounters by using the hex numbers, and I know
that over the course of a sandbox campaign, the encounters in an area may well
change.
I have located the hermitage on a rocky
hill along the road leading from a large village (campaign starting area, to
the north) and somewhere more coastal (to the southeast), with the thought that
carts sent by the Thieves’ Guild to receive stolen goods could come along this
road. The pirates could use this road to
bring treasure up from the coast, and closeness to the road would make visitors
seem less suspicious. It would also
allow the players to easily locate this site.
The temple is on a bit of a hill so that
the hermit can use smoke signals to alert the Guild when there are sufficient
materials to warrant sending a cart. The
outbuildings are where the hermitage is located, the temple is ruined, and the
goblin cave is where goblins who bring materials to fence stay. Belmar’s Seat is the name of another rocky upcrop,
named for a hero of old (and which can tie into the area history, and other
adventure sites).
In addition to the noted road and trails,
there will be numerous, non-permanent game trails. In addition to the two small lakes shown on
the map, there will be numerous small rills and streams which appear after a
rain or seasonally.
Because the area is close to the village, I
know that there are unlikely to be any truly dangerous monsters in the area,
but also that I will want to include some other minor lairs. Why?
Because it makes things interesting for the players, and rewards
exploration of the area. And I want to
reward exploration, because exploration may eventually lead them to the goblin
cave, wherein clues to unravel what is actually happening at the hermitage are
most likely to come to light.
(I am not in a rush for this to happen,
mind you. It will happen in its own
time, or not, as game play dictates.)
I also know that the PCs are most likely to
follow roads and trails, at least initially, in their exploration of any area,
so I will want to set most encounters along these roadways and paths. I therefore come up with a provisional list
of hexes to flesh out:
0203:
Verminous Caverns: This area is
the least likely for the players to locate, so I am going to put something
interesting, deadly, and rewarding here.
I am then going to sprinkle links to it in other areas of the sandbox
(or I would be doing so if actually developing this area for play).
This area contains a hidden cave system,
more vertical than horizontal, which was once the lair of a green dragon. Much of the dragon’s treasure is still hidden
below, although moved now by flowing water from a single location to a plethora
of areas throughout the caves. In
addition, the caves are now home to many giant spiders, flies, ants, and scorpions. There is a rich haul here, for those capable
of retrieving it…and sudden death for everyone else.
For fun, I’m going to say that the dragon’s
bones are still in the caverns, where they may be found by adventurers. They might be sold to a sage or collector, or
they might be used for some form of magical ritual.
Finally, within this hex, there is a 50%
chance that any encounter will be with giant vermin of some sort. Within a 1-hex radius around this hex, there
is a 1 in 6 chance that any encounter will be with giant vermin. I will have to develop a separate encounter
table to determine what is encountered.
0207:
Spider!: A giant black widow
spider has stretched its web across the trail in this hex. Some of the husks from its victims, if found,
have treasure.
0211:
Foundations: Alongside the trail
here, the group may discover the foundations of a ruined farmhouse, which can
help to offers some shelter from the elements.
There is nothing of value here.
0509: Belmar’s Cup: This lake is known as Belmar’s Cup, after the
folkhero-king who once ruled in this region.
It is relatively shallow and weedy, but offers some fishing. Recently, a forester drowned in the lake, and
now haunts this region each night as a ghoul.
0602:
Broken Cart: An overturned cart with
a broken wheel lies along side the roadway here, quietly going back to the
earth. If investigated during the summer
months, there is a 1 in 6 chance that a snake takes advantage of the shade it
offers…but the snake is non-venomous, and quickly slithers away.
0607: Lake Lugres: This lake is extremely deep, being formed in a
narrow fissure not unlike those in Hex 0203.
It is fed by rainwater, snow melt, and an underground spring. There is good fishing here the year round,
although would-be fishermen must cut a hole in the ice during the winter. Legend and rumour claim that a hungry spirit
dwells within the lake’s depths, but this is not so.
0911 Belmar’s Seat: An outcrop of rock named for the hero-king
Belmar. A flat-topped boulder at the
apex of the hill is known as Belmar’s Chair.
It is said that those who sit at Midsummer’s Even on Belmar’s Chair are
driven mad, or become poets – if there is any difference between the two.
1005: Outbuildings: This is the site of the Hermitage. The outbuildings include the hermit’s
quarters, a common area for guests (including a stable as part of the common
area). The cellar beneath the hermit’s
quarters includes a secret area wherein treasure from bandits, goblins, and
pirates may be hidden.
The hermit is a 6th level
thief. This level was chosen so as to
allow interaction with starting PCs, where the hermit will not be instantly
overwhelmed, while at the same time making it possible for the PCs to defeat
him later. Besides which, living alone
in the (near) wilds as he does, the hermit will need some class level “oomph”!
1204: Temple: This is the ruined temple, beneath which the
dungeon lies. We might as well start
calling this the Dungeon of the Skull, because that will be its most important
feature. Within the temple, there is an
area that allows our hermit to mimic a cleric, effectively giving him access to
a limited amount of curative magic each day.
In fact, let us make this a temple of
Hermes (as the patron of thieves, healers, and magic, it seems appropriate).
1309:
Farmstead: There is a small
farmstead located in this hex.
1404: Goblin Cave: When goblins visit the hermitage, they stay
here. As a result, there is goblin
graffiti on the walls, carvings on the table, etc., that hints at what the
hermit really is. Unknown to the hermit,
the goblins have begun mining here, trying to break into the Dungeon of the
Skull.
1406:
Tailings Pile: The tailings pile
from the goblin mining – as well as some broken mining equipment of obvious
goblin manufacture – is hidden just off the trail here.
Sunday, 22 January 2012
Computer Woes & D&D Makes the News
Sorry I haven't posted in a bit. My old laptop has been consigned to whatever the electronic equivalent of Davy Jones' Locker might be, and it has taken me a little bit of time to get the new one up to speed. It suffered from Heat Death, and even though I cracked it open and cleaned it, the problem wasn't solved. Luckily, I was able to move my files to an external hard drive, and am now back in business. Still, I had to cancel two game sessions because I couldn't access my notes.
In addition to this, as most of you have now heard, (1) Wizards of the Coast finally got around to admitting that they were working on 5e, and (2) WotC also announced that they were going to reprint a limited run of the 1e Player's Handbook, Dungeon Masters Guide, and Monster Manual. As a result, even after I was up and running again, I spent far more time reading others' news online than working on my own writing!
As for the 5e announcement, I think it has been clear for some time now that 4e didn't perform as expected. Well, clear to all except a few die-hard 4e fans, to whom no amount of evidence was evident enough! So, those of us who predicted a relatively short shelf life for 4e are vindicated, those who thought there would never need be another edition are demonstrably wrong, and WotC is apparently moving back to a more "retro" (read, pre-3e) model. This last point is important, IMHO, because it is some indication that WotC might be interested in producing something I might be interested in purchasing.
One thing that I've learned from the D&D game cycle, though, is that I never want to invest in a game that is going to go out of print in such a way as legally producing third-party support materials for it becomes impossible. Those who opt to stay with 4e may be able to create a "retro-clone" of it, although the GSL and many changes seem to be designed to negate exactly that possibility. I hope they have all the 4e support materials they will ever need!
A role-playing game that is tied to the fortunes and decisions of a single corporation no longer interests me. If 5e is not an OGL game, I will give it a pass. It could be perfect for my tastes in so many ways, yet fail to meet WotC's expectations, and disappear faster than 4e. And then where would I be? Hoping that I had all the 5e support materials I will ever need! No, thank you.
I am looking forward to the 1e reprints, though, as my original Monster Manual needs replacement, having disappeared into the fog of time. Also, I think it is a wise decision on the part of WotC to recognize that the community determines the course of the hobby, not a single company, no matter what trademarks they may hold. That a portion of the proceeds will fund the Gygax memorial seems fitting, to me.
So, kudos to WotC for making themselves relevant to me again, at least for a single print run!
And, if 5e turns out to be an OGL game, which users are encouraged to fold, spindle, and mutilate to their tastes -- and then share that folding, spindling, and mutilation with others -- WotC may even succeed in making their trademark relevant to me again.
Really.
The need to be able to post your house rules online, for others to access, is a requirement for online games. To be able to do so only on the sufferance of WotC means that your online game is only viable so long as WotC says it is. And, draconian limitations like the GSL's unwillingness to allow you to change what terms mean, prevent potential GMs from crafting an online game that will satisfy their own particular itch.
It may be good business for some products; it sucks beans for RPGs.
IMHO.
YMMV.
See you next time with more sandboxing goodness.
RC
In addition to this, as most of you have now heard, (1) Wizards of the Coast finally got around to admitting that they were working on 5e, and (2) WotC also announced that they were going to reprint a limited run of the 1e Player's Handbook, Dungeon Masters Guide, and Monster Manual. As a result, even after I was up and running again, I spent far more time reading others' news online than working on my own writing!
As for the 5e announcement, I think it has been clear for some time now that 4e didn't perform as expected. Well, clear to all except a few die-hard 4e fans, to whom no amount of evidence was evident enough! So, those of us who predicted a relatively short shelf life for 4e are vindicated, those who thought there would never need be another edition are demonstrably wrong, and WotC is apparently moving back to a more "retro" (read, pre-3e) model. This last point is important, IMHO, because it is some indication that WotC might be interested in producing something I might be interested in purchasing.
One thing that I've learned from the D&D game cycle, though, is that I never want to invest in a game that is going to go out of print in such a way as legally producing third-party support materials for it becomes impossible. Those who opt to stay with 4e may be able to create a "retro-clone" of it, although the GSL and many changes seem to be designed to negate exactly that possibility. I hope they have all the 4e support materials they will ever need!
A role-playing game that is tied to the fortunes and decisions of a single corporation no longer interests me. If 5e is not an OGL game, I will give it a pass. It could be perfect for my tastes in so many ways, yet fail to meet WotC's expectations, and disappear faster than 4e. And then where would I be? Hoping that I had all the 5e support materials I will ever need! No, thank you.
I am looking forward to the 1e reprints, though, as my original Monster Manual needs replacement, having disappeared into the fog of time. Also, I think it is a wise decision on the part of WotC to recognize that the community determines the course of the hobby, not a single company, no matter what trademarks they may hold. That a portion of the proceeds will fund the Gygax memorial seems fitting, to me.
So, kudos to WotC for making themselves relevant to me again, at least for a single print run!
And, if 5e turns out to be an OGL game, which users are encouraged to fold, spindle, and mutilate to their tastes -- and then share that folding, spindling, and mutilation with others -- WotC may even succeed in making their trademark relevant to me again.
Really.
The need to be able to post your house rules online, for others to access, is a requirement for online games. To be able to do so only on the sufferance of WotC means that your online game is only viable so long as WotC says it is. And, draconian limitations like the GSL's unwillingness to allow you to change what terms mean, prevent potential GMs from crafting an online game that will satisfy their own particular itch.
It may be good business for some products; it sucks beans for RPGs.
IMHO.
YMMV.
See you next time with more sandboxing goodness.
RC
Friday, 6 January 2012
S is for Sandbox Part IV: A Sample Minor Adventure Site (1)
I hope everyone had good holidays!
Picking up from the last “S is for Sandbox”
column, we are looking at the creation of a sample minor adventure site. As previously discussed, setting up such a
site has several goals, including both speedy play (the average minor site
should be explorable in a session or so), reusability, and usefulness in
pointing toward other adventuring sites.
I did some initial brainstorming on
Christmas Eve, and decided that the site would be the ruin of a temple, mostly
lost to time, beneath which remain a smallish dungeon area. In order to meet my goals, I considered the
following:
(1)
The temple was once that of a good deity, but the high priestess turned
to evil. She is still imprisoned in the
dungeon as a powerful undead spirit.
This spirit can communicate with the living through her preserved skull,
and her knowledge of the area is extensive (if out of date). Part of her reasons for communicating with
the living is to trick them into freeing her, which requires three
objects. She knows where they were kept
in her lifetime, but one of these objects has been moved beyond the initial
starting area in the intervening years.
The purpose of this character is
threefold: First, she supplies a link to
three other sites in the starting area, encouraging characters to seek out
three specific treasures for her own fell purposes. Second, she supplies a reason (information)
for returning to the ruined temple. By
occasionally restocking the area with new inhabitants, both malevolent and
benign, I can make additional use of my original design work. (You may recall the importance of this goal –
every hour of prep should result in a minimum of two hours of play!) Finally, she supplies a potential Epic
Endgame (or Midgame) if released.
(2)
A major treasure will be hidden in the temple dungeon, in an area
unknown to the high priestess. This area
will be hard to discover without additional information, and a map in another
adventure site will indicate where to look.
This gives the players another motive to return here if they have
already “cleared” the site, and will give the players a motive to come here if
they have not already been here, thus potentially bringing the skull into play.
(3)
The upper ruin is inhabited by a hermit who has dealings with the
inhabitants of two other adventure sites…let’s say, a group of goblins
inhabiting a nearby cave system, and a group of pirates in a major adventuring
site consisting of a fort, the dungeons beneath, and a series of sea
caves. The hermit helps both groups
fence stolen loot, and members of either group may be present at any given
time. Obviously, for the most fun, both
of these groups dislike each other.
The hermit needs a contact in the closest
thieves’ guild, and can certainly help PCs deal with their own stolen goods, if
he believes them trustworthy. If not, he
can pass information about the PCs on to the pirates and the goblins. Likewise, if the PCs take on either the
goblins or (especially) the pirates, clues/documentation may lead them to the
hermit. (Goblins do not keep good
records, but they may treat the hermit as a religious figure, and wear the same
holy symbol, for example.)
It should also be noteworthy that the
hermit may have a fair amount of treasure available to him at various
times. Whenever either the goblins or
the pirates are particularly active, the hermit will have booty to fence. PCs looting the hermit at this time will
acquire this booty – stolen goods that may serve to connect them with either
group if sold/displayed indiscriminately!
The hermit has no interest in exploring the
dungeon area, and calls himself the “caretaker” of the ruin. He will ask for donations for its upkeep
(although there is no sign of actual upkeep), and may be able to give the PCs
some support in terms of minor healing, simple food, rough accommodations,
etc., after any foray. Of course, he has
better food and accommodations for himself, but he is loathe to let anyone
learn of them.
Requirements
From the above outline, born of simple
brainstorming over the holidays, a clear idea of what is needed to make the
site useful is clear:
(1)
Maps of the upper ruins, the dungeon area, and the surrounding
terrain. The upper ruin must include an
area for rough accommodations, a semi-hidden better area for the hermit, and a
place for stolen goods to be hidden. The
dungeon area must include a space for the skull, and a place for the hidden
treasure.
(2)
Statistics for the hermit, the skull, goblin visitors, and pirate
visitors. The fence probably sends a
cart to the hermit to pick up goods, and so there should be statistics for
these folk as well. I can get away
without statistics for the undead high priestess immediately, but I need to
know roughly what she knows about the area, what the three items are she needs
to be released, and where she believes them to be.
(3)
Potential hoards for treasures ready for fencing, both from goblins and
pirates. The hermit’s personal hoard of
luxury goods, and his hidden cache of better food.
(4)
A signalling system whereby the hermit can let the fence know to send
the cart. This signal system might
eventually be penetrated by the PCs, allowing them (potentially) to uncover the
fence, recover stolen goods, etc. It is
therefore sensible that the signal is only sent after “guests” (including
adventurers, goblins, and pirates) have gone away.
(5)
Odds of pirates, goblins, cart, and maybe other adventurers or
travellers being present at any given time.
Who those other travellers will be.
Possibly a very simple random encounter chart for the dungeon area.
Once these basic needs have been dealt
with, I can key the actual maps.
Preferably, each adventuring site in the starting area is outlined in
this fashion, the basics are done for each site, and then actual keying begins
for each site. What this ensures is
that, if the Game Master is forced to “wing it”, it is at least possible to do
so with consistency.
Notes
The format for this series of posts,
detailing a minor adventure site, came about because simply presenting such a
site doesn’t actually demonstrate the steps (or thinking) leading to the end
result. At first I was thinking that I
could just present a finished product, but that doesn’t actually accomplish the
same thing. Nor does a “now you finish
stocking it” ala B1: In Search of Adventure. Ideally, you want to supply not only a
completed (and usable) adventure site, but also the process that went into
creating it.
Note also the focus on not determining what
will happen at the site, but rather with making a site rich in possible
happenings. That way, the interests of
the players at the table, rather than the interests of a single designer (even
if the GM) more strongly shape the course of play.
Finally, although as I admire Mr. Gygax’s
hermit encounter in B2: Keep on the Borderlands,
the inspiration for the hermit here is Peter Butterworth’s excellent portrayal
of the Monk (aka the Meddling Monk) in the Doctor Who story, The
Time Meddler. The Monk later
appeared in The Daleks’ Masterplan, but only a portion of the footage of
that story still survives. In TTM, the
Monk has stationed himself in a ruined abbey, pretending to be seeking quiet
contemplation, while pursuing a very different agenda. The Monk is also the first Time Lord seen in Doctor
Who apart from the title character (and, possibly, his granddaughter,
Susan).
Friday, 16 December 2011
Preference?
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?
Does anyone have a preference?
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!
Monday, 21 November 2011
S is for Sandbox Part III: Initial Set Up For Sandbox Games (3): An Overview of the Region
Every area designed for a sandbox occurs as part of a larger
whole, and this is no less true for the initial area than for any other. Nothing exists in isolation. Unless your starting area is hermetically
sealed from the rest of your world – in which case, your starting area is the
totality of your world! – this is as true for the game as it is for real
life. Merchant caravans come from
somewhere, pirates sell their goods in some distant port. Even the distant past is part of the larger
picture….Who made that castle whose ruins the player characters are busy
plundering?
It is important, therefore, to have a general overview of
the region that the initial sandbox area is part of.
Two quick notes:
(1) I have recently
been involved in a discussion on DragonsFoot, where one poster seemed to
believe that the “box” was an operative part of the term “sandbox” as it
applies to role-playing games. I reject
this utterly. There is, of necessity, an
edge to the region currently created by the Game Master and/or explored by the
players in a sandbox game – but this edge exists neither to keep the world out,
or to keep the players in. It is just
the edge of the work thus far, a frontier that is always ready for expansion!
(2) Although the last
few blog posts have been written as occurring sequentially, there is no reason
to do the work in this way. So long as
the necessary things get done, it doesn’t matter what order you do them
in. In fact, the work will be better for
as much intersection between steps as possible.
Until the starting area is presented as “ready” by you, the Game Master,
everything is fluid. You should let
yourself be inspired by all parts of the work, and you should be willing to go
back and adjust stuff, add material, and even throw out things to make a more
satisfying whole!
Concentrate first
on immediate needs first.
The purpose of an overview is to have answers ready for the
most obvious questions that the players are going to ask, while also having in
place a vision that both inspires and grounds your imagination. You can draw a sort of vague relationship map
of the surrounding area, noting only major towns, cities, and landscape
features. Feel free to name the country
that the starting area is part of, determine the basic gist of the government,
and name the other countries it is immediately adjacent to (or otherwise in
contact with). Decide if their relations
are currently friendly or not.
You should have some idea of the major religion(s) in the
region your starting area falls within, as well as what type of calendar is in
use. Noting the major holidays is also a
good idea. Make certain you know what
year it is! It is a good idea, as well,
to know what event the year is counted from.
Celestially, you will want to know if there is more than one
sun, or moon, and, if your world uses a system of astrology, what the major
signs of its zodiac are. You may also want
to name other known planets or important astronomical/astrological
features. For example, in the northern
hemisphere on Earth, you would want to mention the Big and Little Dippers,
Polaris, and Orion. I like to include the
phases of the moon(s) on my calendars, as this prevents me from slipping
up. It also helps me keep track of when
creatures such as lycanthropes are more active.
What trade goods are available, and where are they coming
from? You don’t need to know everything
here, but 3-5 samples (good cloth, for example, or wine; ivory, silk, and
gemstones; tobacco; etc.). This will
help you when you are creating treasures, stocking trading posts, and detailing
merchant caravans.
Who lived here in the past?
Name 2-3 ancient peoples who are now gone, and give each one 2-3
defining characteristics. These should
be characteristics that remain persistent in the campaign milieu. For example, in one of my own games, the
ancient Esk made great use of amber beads in their decorative work, and raised
barrows and monoliths now associated with the fey. The Partheloneons, on the other hand, were pseudo-Roman
militants who delved too deeply into Things Man Was Not Meant to Know (i.e., Lovecraftian
mythos stuff).
Not only does this
sort of work add realism to the game, but it allows you to create undead
monsters which really feel like they come from earlier times. Just as, in a contemporary setting, it is
cooler to run into an ancient Aztec vampire or Egyptian mummy than it is to run
into the ghost of Joe Modern, it is cooler in a fantasy milieu to interact with
the past when you encounter such ancient creatures. Likewise, folkloric fey often partake of the
dress and mannerisms of a bygone age…these details help faeries seem different than
contemporary men.
Consider, too, that some player characters might be members
of long-lived races, such as elves, whose starting ages make it possible that
they were alive when the ancient peoples went away!
Your own particular gaming group will have its own special
interests; try to anticipate the questions that the players are likely to
raise, and make sure that you have some form of answer available (even if you
don’t intend to supply it to them right away!).
After immediate
needs are met, do whatever work interests you the most. Or, take a break if nothing is particularly
interesting to you.
This advice never changes….
Every hour of prep
work should result in at least two hours of game time.
……..as long as you keep this advice in mind.
You should assume that your world is mostly Earth-like,
except in those places where you intentionally create differences. Thus, in addition to whatever fantastic trees
you create, there will be oaks, elms, willows, and pines. That there will be trees, even, is something
that the players ought to be able to assume, unless you tell them otherwise.
If you are going to invent other details, make
sure that you use them. On the
Plain of Prax, the grasses are normal, terrestrial grasses, except those
unusual ones that you specify. Those
unusual ones you specify should be noteworthy in some way. They should have an effect on game play (even
if that effect is not, strictly speaking, mechanical). You should get at least twice the time in
play value as you spend in coming up with these details.
If you decide that there is a known symbol associated with
an evil cult, make sure to use that symbol in concrete ways. Knowing that symbol should allow the players
to (potentially) predict the layout of an area, or even of a secret door. For example, a cult that is known to use the
number three repeatedly can have a room with two obvious doors…a clue that
there is another, non-obvious door in the area.
If you spend the time to write it up, also spend the time to use it in
every possible way you can think of!
Get the highest yield you can from your design work.
Conclusion
Finally, you have to decide how much of this information to
pass on to your players. My advice is,
at the start of the game, very little indeed.
Rather, as you write the background of your world, assume that the
players know all the background you do, and refer to it as you would oak trees,
bears, and France. Then let them ask
questions as they become interested.
Put the ball in their court in this way, and they may
actually listen to the answers!
Make the answers useful to know within the context of the
game milieu, and they may actually be eager to learn more.
Next: Initial Adventure Sites.
Sunday, 6 November 2011
S is for Sandbox Part III: Initial Set Up For Sandbox Games (3): An interesting outdoors area to explore
In some cases, and in particular in modules like T1 Village
of Hommlet and N1 Cult of the Reptile God, the
outdoors area is sketchy at best, and non-existent at worst. As
only one adventure site is presented, it is imagined that travel from the base
of operations to the adventure site is relatively inconsequential. You can start a game this way – even a
sandbox-style game (so long as the options then open out from those initial
choices) but doing so is not preferable.
If you contrast the above modules with B2 Keep
on the Borderlands, The Lost City of Barakus, and Rappan
Athuk Reloaded, or similar modules, the appeal of having a
well-developed and interesting outdoors area to explore ought to be immediately
apparent. If nothing else, such areas
offer players a choice beyond simply travelling to the nearby ruins. And, as described in previous posts, the
point of table top role-playing games is the ability to make choices that
matter. And that means that, the more
player choices determine what the play experience actually is, the less the milieu
will seem to be “videogamey”.
The key to making the outdoors area work is to make it interesting. An interesting wilderness area offers
challenges, yes….but it also offers landmarks to navigate by, clues that help
supply context for choices, and descriptive elements akin to the “dungeon
dressing” in the 1st Edition AD&D Dungeon Master’s Guide. A large part of wilderness adventuring is
also dealing with random encounters. In
a way, these things are all part of the “challenge”, but they are also part of
making the campaign milieu seem to “breath”.
Concentrate first
on immediate needs first.
1A. Draw a wilderness
map. Either place your initial base of
operations near the centre, or ensure that there are strong obstacles (such as
deserts, high mountains, etc.) that prevent easy travel into unmapped regions. Ensure that your map includes all the
features you want in your initial area.
I.e., if you want an element of oceans and coastlines, make sure that
you include these elements.
If you can obtain numbered hex paper, it will be easier to
key the areas, and you can make changes related to the location of lairs,
monsters, etc., without having to change your map. For an initial play area, a small scale is desirable
– an area comprising no more than a week’s travel in all directions, with
whatever means the Player Characters are likely to have available. Mapping the area the characters can reach in
three game days is often sufficient.
I prefer to make these maps on a 1 hex = 5 miles scale. This is a small enough scale to note
interesting features, and large enough that the initial map need be no larger
than a single sheet of hex paper. You
may wish to experiment with larger or smaller scales.
For important regions, I will make “nested hex” paper, where
the larger hexes match the initial map, and the smaller hexes within are scaled
at 1 hex = 1 mile. This can give a
fairly comprehensive picture of an important location.
1B. Decide the basic
parameters of the objects on the map you drew.
It isn’t enough to show a stream; you want to individuate this stream
from the others on your map. If the
party gets lost, and comes across the stream, they should be able to get some
idea where they are from how the stream itself is described. Likewise, decide if woods are heavy or light,
if grasslands are rolling or not. Are these
hills craggy and full of small caves?
Are those hills forested, with gentle slopes? The level of detail that JRRT gives in The
Hobbit is about perfect for this.
1C. Decide where your
adventure locations will be, and roughly what sorts of adventure locations they
are going to be. If you will recall, we
are considering at least three major and six minor adventure locations. A major location may be a dungeon, a ruin, a
lost city, an enchanted island, or whatever else you can imagine. A minor location may be a ruined farmhouse, a
minor cave system, etc. In general, a
major location may take several sessions
to explore, while a minor location will only take about 1 game session (or
less!).
Consider how these sites will affect the areas around
them. Brainstorm a list of clues
pointing to the location’s existence, placement, and nature, as well as to any
creatures that might have a local impact on the environment. You will want to liberally sprinkle these
clues around the adventure site, as far abroad as you think believable, to aid
the players in making choices.
Basically, you are providing context here.
If you imagine the story of Little Red Riding Hood,
it is the foreknowledge of the wolf in Granny’s bed that gives the story its
tension. Likewise, in any movie or
novel, it is our ability to anticipate what may happen that makes us pay
attention. Many first time Game Masters
think it important to hide clues from their players. The reality is actually quite the reverse –
the more clues the players have, the better!
Making decisions while anticipating what may occur is far more engaging
than making decisions in the dark and hoping for the best.
1D. Place a few lairs
of creatures that are not full adventure sites.
They are just places where a creature may be found, analogous to a single
room in a dungeon. Likewise, you can
place a few tricks, traps, and treasures without any creatures at all, just as
if you were stocking a dungeon.
Don’t assume that all of these will be hostile
encounters. Some may begin neutral; some
may be potential friends and allies.
Here woodsmen have a small encampment from which they range during
daylight hours. There a single fortified
farmhouse is found in relative isolation.
Don’t be afraid to have these areas “bleed into” one
another.
Consider: Crossing
the Misty Mountains, the party encounters stone giants, which are largely
disconnected from everything else.
However, when the party takes shelter in a cave, they unknowingly enter
the Goblin Lair adventure site. Escaping
this, they encounter a “potential landslide” natural trap, and stumble into a
gathering place of wolves….which is also the destination of the goblins they
escaped because the wolves and goblins are linked. The disturbance caused by this encounter
triggers a nearby lair – that of the Lord of Eagles. And so on.
1E. Place other
settlements, if desired. If you place
nearby villages and settlements, give them the same sort of development that
you did the initial base of operations….but, in each case, do about 1/4 of the
detail you did previously. You can
always add detail if the players are interested; if not, you need do no more.
1F. Create basic
encounter tables for random encounters.
These should reflect your design work to this point, indicating the
creatures and peoples living in your wilderness area. Your encounter tables can and should include
more than simply one fight after another.
Normal animals, for instance, should be included both in description of
the wilderness, and in “encounters”.
You can also create a list of “specials” that can occur –
random encounters that are either essentially dressing (a cart fallen over and
half-buried in mud/vegetation, with a broken axle) or an analogue to a dungeon
room (i.e., fully described creatures with or without treasure, possibly a
mixed group, possibly not, maybe a trick or a trap, etc.).
There are many products with random tables that can help you
with this work. The random ruins tables
in Wilderlands
of High Fantasy are of much use, for example, and that product also
includes a lot of examples of potential wilderness encounters and lairs.
After immediate
needs are met, do whatever work interests you the most. Or, take a break if nothing is particularly interesting
to you.
As before, 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.
The wilderness area should be in constant motion. Refine your encounter tables. Create more specials. Move new creatures into the area, and change
the status of those you’ve already placed.
Consider how things interact, and how you can supply more context or
more conflict.
Every hour of prep
work should result in at least two hours of game time.
As in the previous post, keep in mind Ray Winninger’s Rule, “Whenever you design a major piece of the
campaign world, always devise at least one secret related to that piece.”
Individual lairs are not necessarily significant, unless the
creatures therein are friendly enough, numerous enough, or powerful enough to
last beyond a single encounter. Instead,
consider the secrets of particular forested regions, hills, lakes, ponds, and
beaches. Whatever is likely to stay in
the campaign milieu and have replay value.
Remember, if you accept my rule that “Whenever you devise a major piece of the campaign world, always
consider how that piece can be used for replay value” you should also
accept the converse: “Whatever has little or no replay value
shouldn’t be developed more than necessary”.
Conclusion
Sometimes it may seem that the outdoors areas are analogous
to the corridors in a dungeon – just something that separates the more
interesting rooms/encounters. This is,
of course, somewhat true, just as it is often true of a dungeon corridor, and
for much the same reason – the wilderness and the corridors are seldom well
developed.
But, of course, the condition of the dungeon corridors can
give a major indication about the nature of what is to be found within the
rooms. Also, dungeon corridors can be encounter
areas in their own right, with creatures living in them, or with tricks and/or
traps of their own. Likewise the
wilderness.
No one suggests that every corridor in a 20-level
megadungeon complex should be individually keyed. Likewise, no one is suggesting that every
tree and flower, every rill and sand dune, of the wilderness need be
detailed. Indeed, doing so would violate
the “Whatever has little or no replay
value shouldn’t be developed more than necessary” rule to no one’s benefit.
In the wilderness, as with corridors, a strong overview and
an occasional reminder, together with a little development, can go a very long
way.
Next: An overview of the region.
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