http://thealexandrian.net/wordpress/32593/roleplaying-games/thought-of-the-day-meaningful-choices-in-dungeons
So worth reading.
Tuesday, 13 August 2013
Monday, 12 August 2013
Megadungeon Crawl Classics 3: Levels are Areas
Examining
the possibility of doing a megadungeon for Dungeon Crawl Classics, it becomes
obvious to me that each “level” should instead be viewed as an “area” that may,
in fact, contain many traditional “levels” – as well as buildings, villages, or
whatever is needed to make the area work.
Each “level”, in this sense, is not going to simply be a relatively flat
area on a sheet of graph paper, but instead be a three-dimensional area which
may take up several sheets.
Not only
this, but there will be little or no “boxed text” or area descriptions in the
traditional sense, as most parts the area will be in constant flux throughout
the process of exploration/adventuring.
In some ways, exploration of a DCC megadungeon is similar to a hexcrawl…you
will encounter peoples, make enemies, make friends, and find interesting areas
to explore within the overarching structure.
For example,
the megadungeon that I am planning has a first level/area randomly determined
to be based largely off the work of Mr.
Edgar Rice Burroughs. This suggests
many possibilities, from the jungles of Tarzan’s
Africa, the dry steppes of Barsoom,
and the fierce beings of cloud-shrouded Amtor. Burroughs was also quite fond of “Lost World”
tales, as with his stories of Pellucidar
and Caspek.
With this in
mind, I can see the entrance area to the megadungeon belonging to some form of
mist-shrouded tropical jungle, a Lost World of prehistoric creatures and
peoples, with the remains of some fantastic civilization and alien
monsters. The temple of La in Opar is a good founding idea for one
part of this region, because of its strong potential for intrigue, action, and
treasure.
In addition,
it is desirable to have more than one village of cavemen. Indeed, we should strongly consider three
types, with a sliding scale of development from cannibalistic brutes to
relatively modern people. These need not
be fully “human” in the earthly sense – we can colour-code these people if we
so desire, as Burroughs does his Barsoomians.
Let us say that the mostly-extinct ancients were golden, the closest to
modern people red, the next most advanced green, and the least advanced also
golden (they are the descendants of the ancients).
Some or all
of these people can be advanced enough to potentially supply 0-level characters
for funnel play, once the players have encountered them and learned enough about
them to make such play work. Beware
giving away the secrets of an area to let the players choose people from that
area! But, likewise, once the area is
explored and the people known, don’t be afraid to make best use of them by
letting the players try their hand at playing a green man of the Lost World!
We will want
to have some of the alien types that Burroughs uses on Barsoom, Amtor, the
moon, Pellucidar, Caspek, and Jupiter. I
will select two reptilian types – serpent/lizard men as well as telepathic
pterosaur-folk akin to the Mahars of
Pellucidar – and a race similar to the Skeleton
Men of Jupiter. Using the Skeleton
Men as a seed idea also allows us to consider the ghouls of Fritz Leiber. Perhaps our creatures will be an amalgamation
of the two?
As you can
see, even without including actual “monsters” (and local animals), we already
require quite a bit of work to get this “dungeon level” ready for play. Nonetheless, it should also be quite easy to
gain a minimum 2 hours play value for every hour spend devising the setting.
Let us next
examine what other “levels” will connect to this area:
(1) Level 2,
which is a combination of Robert E. Howard’s Conan and Solomon Kane stories,
mixed with the Harold Shea stories of L. Sprague de Camp and Fletcher Pratt.
(2) Level 3,
which is intended to be influenced by Lin
Carter, August Derleth, and Lord Dunsany.
(3) Level 5,
which is intended to be influenced by J.R.R.
Tolkien, Sterling Lanier’s Paloud
swamp from Hiero’s Journey, and Edgar Rice Burroughs once more.
Let us also
assume that level 1 will link to sublevels that take their influences from Andre Norton, Manly Wade Wellman, Clark
Ashton Smith, and Philip Jose Farmer. Part of the creation process is determining
what these influences are, and how they will be used. Then, if the level/sublevel connections
exist, we must also decide how those influences leave a footprint on the first
level area. These footprints are
important hints that connections exist, and also allow the judge to foreshadow
the themes of the new megadungeon area.
Wednesday, 7 August 2013
I am proud to announce the release of The Seven Deadly Sins of Sir Amoral the Misbegotten, the fourth in the Campaign Element series.
You can find reviews of the product here and here.
One of the goals with everything I write is that, for each dollar you spend, you ought to get two hours play value out of the material. I think that the CE series has exceeded this goal so far. You can use the areas to play through quickly, but the material contains reasons to return, and enduring elements that continue to make your investment pay off.
In years long past, Gryffon Keep was a border fortification guarding a somewhat well-used roadway. In that day, the keep was placed in the trust of Sir Harold Amoral, one of the greatest warriors available to the then Lord Duke. Time has changed the land, and brought the keep low, and Sir Amoral has become little more than a figure of fable and children’s story. That the ruins in the forest were those of fabled Gryffon Keep have been forgotten by most, and the area is now known to locals as the Forest Ruin.
Although history has faded to legend, the ghost of Sir Amoral still haunts the ruined keep. During his lifetime, he sought to hoard his martial knowledge so that it might never be used against him by a mortal foe. Now, after death, he regrets this parsimony, and seeks above all to pass on his skills to those who are worthy.
The catch, of course, is that the ghost believes that only he can determine who is (or is not) worthy – and, of course, his methods for doing this are deadly.
The Campaign Elements series is designed to help judges create persistent campaign worlds, as well as deal with patron quests, divine requests, and the sudden need to “Quest For It”. Whether it is because you are short on players one evening, or the wizard needs to locate a new spell, the Campaign Elements series has you covered.
Each of these areas is short enough to be played through by most groups in only a single session. That doesn't mean that the value of the area is limited to a single session – each adventure includes notes on “squeezing it dry”…effectively getting the maximum re-use from your investment.
An adventure for Dungeon Crawl Classics characters across multiple levels.
Also consider
CE1: The Falcate Idol
CE2: The Black Goat
CE3: The Folk of Osmon
Coming Soon
CE5: Silent Nightfall
You can find reviews of the product here and here.
One of the goals with everything I write is that, for each dollar you spend, you ought to get two hours play value out of the material. I think that the CE series has exceeded this goal so far. You can use the areas to play through quickly, but the material contains reasons to return, and enduring elements that continue to make your investment pay off.
In years long past, Gryffon Keep was a border fortification guarding a somewhat well-used roadway. In that day, the keep was placed in the trust of Sir Harold Amoral, one of the greatest warriors available to the then Lord Duke. Time has changed the land, and brought the keep low, and Sir Amoral has become little more than a figure of fable and children’s story. That the ruins in the forest were those of fabled Gryffon Keep have been forgotten by most, and the area is now known to locals as the Forest Ruin.
Although history has faded to legend, the ghost of Sir Amoral still haunts the ruined keep. During his lifetime, he sought to hoard his martial knowledge so that it might never be used against him by a mortal foe. Now, after death, he regrets this parsimony, and seeks above all to pass on his skills to those who are worthy.
The catch, of course, is that the ghost believes that only he can determine who is (or is not) worthy – and, of course, his methods for doing this are deadly.
The Campaign Elements series is designed to help judges create persistent campaign worlds, as well as deal with patron quests, divine requests, and the sudden need to “Quest For It”. Whether it is because you are short on players one evening, or the wizard needs to locate a new spell, the Campaign Elements series has you covered.
Each of these areas is short enough to be played through by most groups in only a single session. That doesn't mean that the value of the area is limited to a single session – each adventure includes notes on “squeezing it dry”…effectively getting the maximum re-use from your investment.
An adventure for Dungeon Crawl Classics characters across multiple levels.
Also consider
CE1: The Falcate Idol
CE2: The Black Goat
CE3: The Folk of Osmon
Coming Soon
CE5: Silent Nightfall
Sunday, 4 August 2013
Friday, 2 August 2013
Thursday, 1 August 2013
T is for Triumph
There is a moment in a role-playing game where a character, facing incredible odds, actually manages to triumph. And that moment is so, so sweet.
Following Joseph Goodman's advice in the Dungeon Crawl Classics Core Rulebook, I now roll almost everything in the open, and I let players roll to see what the damage against them is. If you survive despite the odds, you not only know that you did so, but you have a good idea of how unlikely your survival was.
During Tuesday night's game, I ran part of Greg Gillespie's excellent Barrowmaze using DCC rules. The thief, drunken almost to a stupor due to the malign influence of his sword (Alemourn) became separated from the party by a stone wall, and faced seven of the un-dead by himself.
Through luck, and a judicious use of Luck, the thief triumphed.
And, I am sorry, but no game where the GM fudges, or where PC protection is built into the rules, ever matches the sheer exuberance of triumphing over long odds when you know...you know....that the judge isn't going to intervene to save you.
Especially when how you use your resources (in this case, the thief's Luck Die) helps to swing the odds into your favour.
Good job, Garett, and may your character live to steal many a jewelled throne!
Following Joseph Goodman's advice in the Dungeon Crawl Classics Core Rulebook, I now roll almost everything in the open, and I let players roll to see what the damage against them is. If you survive despite the odds, you not only know that you did so, but you have a good idea of how unlikely your survival was.
During Tuesday night's game, I ran part of Greg Gillespie's excellent Barrowmaze using DCC rules. The thief, drunken almost to a stupor due to the malign influence of his sword (Alemourn) became separated from the party by a stone wall, and faced seven of the un-dead by himself.
Through luck, and a judicious use of Luck, the thief triumphed.
And, I am sorry, but no game where the GM fudges, or where PC protection is built into the rules, ever matches the sheer exuberance of triumphing over long odds when you know...you know....that the judge isn't going to intervene to save you.
Especially when how you use your resources (in this case, the thief's Luck Die) helps to swing the odds into your favour.
Good job, Garett, and may your character live to steal many a jewelled throne!
Sunday, 28 July 2013
More on Mathoms
This year's birthday mathom (I am thinking I might make it an annual event, as would any self-respecting Baggins, Boffin, or Bracegirdle) is about 70% complete, being the patron Hizzzgrad, Daemonic Lord of Crawling Things. I am currently working on his Level 2 patron spell, Animated by Worms. I am considering throwing in a bit of extra, like some related magic items, "just because".
Suggestions for extras will be considered, but due to time constraints, I cannot guarantee anything.
If you have already responded to the mathom post (updated), make sure that I have an email address to send this to you! Mathoms will be going out as soon as I get my lazy ass out of bed on August 4th. If you have received nothing by August 5th, and you think this is an oversight, then email me asap and I will correct it as soon as I get the email.
I can be reached by email at ravencrowking at hotmail dot com.
Some preview material:
Suggestions for extras will be considered, but due to time constraints, I cannot guarantee anything.
If you have already responded to the mathom post (updated), make sure that I have an email address to send this to you! Mathoms will be going out as soon as I get my lazy ass out of bed on August 4th. If you have received nothing by August 5th, and you think this is an oversight, then email me asap and I will correct it as soon as I get the email.
I can be reached by email at ravencrowking at hotmail dot com.
Some preview material:
None
has ever seen Hizzzgrad, the Daemonic Lord of Crawling Things, but his voice
has been heard in the evil chirpings of crickets in lonely places at night,
and his will has been made known through scorpions speaking with unnatural
voices. His voice was heard in one
world by a wayfarer in the desert, manifested through the sounds of night
insects, that led to the writing of that benighted book, The Necronomicon (as it
appeared on that world) and drove the Arabic wanderer mad.
Hizzzgrad
manifests through all manner of creatures that creep and crawl – serpents,
lizards, crabs, spiders, and the beetles that feed on dung and corpses. His dominions are the stinging flies, the
swarms of locusts, and the spineless blind worms that writhe deep beneath the
ground. There is much he knows of
corpses and the dead, and those Wizards who would wield the Arts Necromantic
seek the patronage of this Daemonic Lord.
Hizzzgrad’s
ceremony must be conducted in a graveyard or crypt oozing with worms or
crawling with invertebrates.
|
Patron Taint: Hizzzgrad
|
||
Those
tainted by their connection to Hizzzgrad become less human. Insanity creeps upon them as they listen
more and more to the voices of the crickets in the night, and identify more
with the creeping things that hide from the sun than they do with their
fellow men. And, as is well known,
those who follow Hizzzgrad are compelled to write of their journey into
inhuman madness, and their missives can lead others into psychosis. Those who would read the tainted ramblings
of the Lord of Crawling Things’ followers do so at their own risk…for thus
does Hizzzgrad gain followers to whom the Daemonic Lord owes nothing
whatsoever.
|
||
Roll
|
Result
|
|
1
|
Night Voices: When this taint is first rolled, the wizard
becomes aware of words and language hidden in the nocturnal sounds of
crickets, serpents, and flies. Even the
whine of mosquitoes carries a message, if only she could understand it. When this patron taint is rolled a second
time, the wizard begins to understand the voices, and they bolster her spell
casting. When the wizard is in a
location where she can hear the night chorus (judge’s determination), she
gains a +2 bonus on all spell checks.
When this is rolled a third time, the meaning of the voices becomes
far clearer, and more terrible. The wizard
retains the previous bonus, and, in addition, the judge may tell the wizard
additional rumours and secrets, as well as provide adventure hooks. However, if this taint is rolled again,
treat as if Madness (see below) were rolled instead.
|
|
2
|
Madness: When this patron taint is first rolled, the
character begins to go mad. Initially,
this is just a role-playing consideration (and the judge should encourage
role-playing the increased madness).
Thereafter, each time this taint is rolled, the character permanently
loses 1d3 points of Personality and gains a +1 bonus to his Will saves. Each point of Personality loss can only be
recovered by performing an act of madness so astounding that the judge
chooses to return the point. Each
time, the judge should require something that tops the previous act. Eventually, the player will be forced to play
out the character’s madness, accept the Personality loss, or retire the
character. If the character’s
Personality drops below 3, irrevocable insanity causes the character to
become an NPC under the judge’s control.
There is no other limit to how often this taint can be rolled.
|
|
Etc.
This is a special thank you for those of you who have taken the time out to provide feedback (as per the "mathoms" post), and there are no plans to release it more broadly at this time.
Thanks & Good Gaming!
Saturday, 27 July 2013
Yet Another Good Post
http://unto-the-breach.blogspot.ca/2013/07/the-players-responsibilities-in-gm.html
Happy Gygax Day, good gaming, and be excellent to each other!
Happy Gygax Day, good gaming, and be excellent to each other!
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