Showing posts with label Campaigns. Show all posts
Showing posts with label Campaigns. Show all posts

Tuesday, June 4, 2013

Return to Castle Frobozz, Part II

The second part of the story actually misses an interlude (unfortunately lost to time), wherein the first band (including Pavel and Winfred) find a dastardly machine room, battle some hooting blue-painted cavemen (one of whom is beguiled by a charming spell), lose a hireling and promptly disappear down a chute. These two continue to have adventures in the Netherdeep, meeting a disgustingly hirsute Ogre bandit-sultan who makes his living by raiding the caravans that ply the underground highways, learning more about Princess Velouria's descent into the deeps, and delving deeper into the earth to discover a mining outpost run by the Evil Men of Kau'kawthar (along with their demon-worshipping, werespider Drow allies). Meanwhile, the remaining party (and the hirelings of the aforementioned duo) are left in the dungeon proper, where they murder another player character (after a week of his inactivity) and discover the entrance to a muck-filled Troglodyte burrow...

See also Part I.

RETURN TO CASTLE FROBOZZ, CHAPTER II
INTO THE DEPTHS
After bravely tiptoeing past a sleeping dragon and losing track of original party leaders, the troupe of dungeon delvers blunders forth into further and greater peril veiled within the Glittering Cavern...

EASTERN GLITTERING CAVERN
Your eyes adjust to the grandeur of this cavern, set with a canopy of shadowy stalactites, glittering minerals and faintly luminescent lichens and moss. This gallery extends far to the west, and features several distinct zones. To the Southwest, natural stairs climb up the cave wall to a cliff overlooking the chamber. To the West, the terrain descends into a dell of bulbous, mammoth mushrooms. To the Northwest stands a plateau of splendent, shimmering pools amidst a thick forest of stalagmites.

The exits are SOUTHWEST, WEST, NORTHWEST

There is a BARREL here.

TOECUTTER immediately trots over and inspects the barrel, oblivious to the natural wonders around him.

Prying open the lid reveals around 20 gallons of dried apples, halved.

SCUNTHORPE reaches in the barrel and grabs a couple halves of apple. After tossing one to ZUGG, he bites into his half. "Those mushrooms don't look very inviting, but if we have any chance of meeting up with the others, we must venture down. But a view of what's to come would be helpfull" At that, SCUNTHORPE begins towards the stairs SW, tossing the half eaten apple aside.

TOECUTTER looks mildly dissapointed for a second; he then fills a small sack full of dried apples and begins to follow SCUNTHORPE down the stairs.

Buried halfway down the barrel of apples is a gnarly twig, singed at one point with a leather wrapped handle on the other.

TOECUTTER pockets the backscratcher before leaving.

• TOECUTTER gains 100 xp! [Haha, this amuses me]

NARROW PRECIPICE
From this vantage point, much of the southern Glittering Cavern opens up before you to the shadowy illumination of your torch. Below you, a veritable forest of towering mushrooms wobble intermittently to the north. To the west of this vale, a shimmering, cerulean light can be seen. To the northeast, stairs descend down into the Eastern Glittering Cavern. The narrow ledge where you stand is slick from the condensation of this damp chamber, making footing treacherous. The wall is marked with deep gouges and cuts. At the very end of the tapering ridge lies a small opening in the cave wall.

The exits are IN or NORTHEAST.

There is a SHANE here.

Jealously eyeing the stick TOECUTTER just picked up, SCUNTHORPE comments "Good find, me thinks that's a wand." And at studying the wall says "These gouges speak of grand fight that took place here. I would guess horrible creatures from below were literally clawing their way through this passage. If true, there's likely something of value through there, and something nasty waiting below. But I still feel the best way to find the others is to continue down. What say you, party?"

Snapping out of his hypnotic stupor, SWALKHI replies, "I says I don't like the notion of mucking about under a mushroom forest -- I say we follow that shimmer to the west."

Before moving on from the Narrow Precipice, SCUNTHORPE pauses for a moment to study the other members of his party. "DONIVAN. SHANE. What say YOU? You have been following blindly and dumbly since you joined this quest." At that, with a quickness no one would have expected from the spell-caster, he spins around to the back of SHANE and draws his dagger to the mercenary's throat. "I suspect you to be a construct of evil. Give me any indication that I am wrong and you will have my apologies, otherwise you will have the taste of my blade in the back of your throat."

[What follows next is a pause both awkward and long (a full week out of game).]

"Just as I thought, I release your cursed spirit." The words were still rolling off SCUNTHORPE's tongue as his dagger slid through SHANE's throat. As the body falls limp to the ground, SCUNTHORPE shouts "DONIVAN!" as he turns and forces his body against the cave wall. SCUNTHORPE holds the point of his blade firm against his chest. "Will anyone speak up and prevent me from releasing this one as well?"

TOECUTTER enthusiastically munches on a couple of apple halves as this all goes on. "Not to interrupt a good murder spree or anyfing, guv," he says mid bite, "but is 'at really nessesary?"

SCUNTHORPE pulls back from DONIVAN at TOECUTTER's words, and sheaths his dagger. "Oh my, I believe these caverns are starting to play with my head." He looks down at SHANE, "Don't think he'll be forgiving me, but perhaps we should leave this incident behind us. ZOTT, AUGUST, EVANDER, you're not too outraged by my actions to continue on this quest, are you?"

"Oi boss," says ZOTT, "AUGUST is dead, right?" EVANDER and ZOTT eye SCUNTHORPE nervously...

Looking rather embarrassed, SCUNTHORPE allows "Of course. These caverns are most certainly affecting me detrimentally."

"Right... s'pose SHANE won't miss this now..." TOECUTTER removes SHANE's Plate Armor and dons it, careful to wipe up the blood. He also takes SHANE's rations and coins. He drops his own Leather.

SCUNTHORPE peers into the opening in the wall. "For my own sanity, it is time I moved on." At that, he goes IN.

TOECUTTER follows SCUNTHORPE (for lack of anything better to do. Also, I think SCUNTHORPE has the light).

IDOL OF YOB
Spears hoisting thick proto-human skulls stake the entrance to this natural cavern. Deep scratches in the wall trickle with water from above, gleaming in the torchlight. Against the western wall looms a large, hideous idol: a squat, toad-like creature with its left eye shut and a gaping grin lined with serrated teeth. The open right eye is a gaping socket, damaged and cut around the lid. The false god holds out its left hand, upon which someone has placed a golden rock. The cave continues deeper to the SOUTHWEST.

The exits are OUT or SOUTHWEST.

There is a SCUNTHORPE, a DONIVAN, a SWALKHI and a TOECUTTER here. There is an IDOL here.

SCUNTHORPE cautiously approaches the idol for a better look, making sure to watch his step. He tries to look into the statue's mouth, and also at the golden rock.

There is a shallow space within the toothy maw, perhaps large enough to fit a single hand... The hole apparently continues deeper, down the IDOL's throat. The golden rock has apparently been placed here recently, judging by the lack of slime and cave lichen on the stone. It looks to be the texture and shape of a piece of shale, perhaps a pound in weight, only it has been somehow transfigured into gold.

SCUNTHORPE steps to the side of the statue, well out of way of it's mouth. He pulls a gold coin of his own out, and quickly as possible attempts to snatch the rock away, replacing it with the coin.

SCUNTHORPE gains GOLDEN ROCK. Somewhere in the distance, a giant boulder is released and nearly crushes a man in a hat.

SCUNTHORPE, after seeing nothing happened, pockets the GOLDEN ROCK along with his gold coin. He searches the ground for rock, and once found places it in the idol's hand.

The IDOL continues to give its listless, meaningless stare at the interlopers. The rock remains... rocky.

SCUNTHORPE picks up the rock, and places it into the idol's mouth. He also tried to place the Golden Rock in the empty eye socket.

Other than the continued humiliation of this blasphemous icon, nothing outré appears to happen.

Mildly disturbed by the looming shadows and statue of what might be an eldritch god from beyond space and time, TOECUTTER lights up his own torch. He then investigates the scratches in the walls, trying to determine if they are natural or... something else.

From his years in the Greyhawk sewers, TOECUTTER instantly recognizes these to be claw marks. Maybe a territorial sign, or a count of some gruesome deed?

SCUNTHORPE shrugs his shoulders, giving up on the frustrating IDOL. He continues on down the cave to the SOUTHWEST.

TOECUTTER readies his club for a fight; he then follows the (probably mad) mage into the darkness.

EGG ROOM
A stinking green haze curls about the floor of this room, barely concealing the muck-filled depressions and clusters of variously shaped and sized eggs. Every surface of this choking cavern is covered in an acidic filmy substance which burns the skin but doesn't seem to impede the vibrantly coloured colonies of algea that cling tenaciously to every crevice. Tip-toeing around the narrow spans between craters leads to the centerpiece of the room, a single massive egg that bobs lazily in a hole filled with slimy water. To the East, a low opening leads into darkness. To the South is a winding tunnel. The passage to the Northeast leads back to the Idol.

The exits are NORTHEAST, EAST and SOUTH.

There is a SCUNTHORPE, a DONIVAN, a SWALKHI and a TOECUTTER here. There is a GIANT EGG here.

Suddenly, two shapes on the ceiling start to form. Dropping down before you reveals two gruesome Troglodytes! The foul creatures charge at you, surprising you with their assault!

Surprise is 1d6: 1, Initiative is 1d6: 1

Round 1!
The party is surprised, and will go last (for the rest of the battle)!
• An odious Troglodyte slashes at SWALKHI (2d6-2: 4) with its claws, slashing him for (1d6-1: 0) damage! [No damage, but the scrape may become infected if a barber-surgeon doesn't tend to it soon.]
• A toothy Troglodyte snaps at DONIVAN (2d6-2: 8) with its maw, but gnaws futily at his leather jerkin!

The PC's may now act...


SCUNTHORPE lets out an audible shriek at the appearance, and appears stunned for a moment. Fortunately for him, his retainers are quick to act.
ZUGG throws a dart at the odious Troglodyte (2d6-1: 9), which slides off the creature's slimy scales!
ZOTT slashes at the toothy Troglodyte (2d6-1: 7), but is repelled by the creatures foul stench!
EVANDER backs up his friend and attacks the toothy one (2d6-1: 7), but jabs ineffectively at the creature's spongy carapace!
---i don't know what weapons they carry, could you please put in the rolls for me? [They are spearmen, if I recall.]

TOECUTTER shoves past the mage and bashes the odious Trog [2d6: 8], but the attack bounces of the creatures lumpy hide!

Round 2!
• An odious Troglodyte turns on ZOTT, slashing at him (2d6-2: 8) with its claws, but is parried by the able spearmen.
• A toothy Troglodyte charges at ZUGG, snapping at him (2d6-2: 3) and sinking its fangs into the Neanderthal for (1d6-1: 5) damage! ZUGG goes down!

The PC's may now act...


Annoyed, TOECUTTER strikes the odious trog again [2d6: 9], grazing the Troglodytes bulbous shoulder ineffectually.

SCUNTHORPE tells his men to "Hold Fast!" ZOTT obeys and strikes at the toothy Troglodyte (2d6-1: 9), as does EVANDER (2d6-1: 9), but are repulsed by the monster's stench!

Round 3!
• An odious Troglodyte claws at ZOTT (2d6-2: 5), connecting with his neck for (1d6-1: 1) damage! Blood sprays out of the poor hireling's neck as he hits the ground unconscious!
• A toothy Troglodyte advances on EVANDER, flailing with its razor sharp talons (2d6-2: 2) and howling madly. The young spearmen is caught across the chest for (1d6-1: 4) damage, and falls to the ground unconscious!

The PC's may now act...


SCUNTHORPE firmly grips his staff with both hands, and swings it at the toothy Troglodyte (2d6: 10), who easily avoids it. He calls out to TOECUTTER, "The wand! Use the wand!"

"The wot?" (Yep, the mage is bonkers!) TOECUTTER swings yet again at the odious trog [2d6: 7], but is driven back by the creature's fetor! [Time for a plan B, I think!]

Round 4!
• An odious Troglodyte turns on DONIVAN (2d6-2: 0), sinking his fangs into the little halfling's backpack for (1d6-1: 0) damage! [The Troglodyte looks surprised to not have delicious halfling flesh in his gullet, as the contents of DONIVAN's pack start to spill out over the floor.]
• A toothy Troglodyte claws at SWALKHI (2d6-2: 8), but is parried by the able dwarf!
• An iron spike falls out of DONIVAN's backpack onto the floor!

The PC's may now act...


"The gnarled stick you found in the barrel of apples. Me thinks it's a magic item," SCUNTHORPE replies as he swings wildly with his staff (2d6: 10), easily missing the toothy Troglodyte.

"Yer daft - 'at's a backscratcher if I ever saw one!" TOECUTTER clubs the odious trog [2d6: 4] for [1d6: 3] damage, and maneuvers to fall back next round! The creature is momentarily dazed by the blow, but comes to and continues its attack.

Round 5!
• An odious Troglodyte turns instead against TOECUTTER (2d6-2: 6), raking its claws across his armour.
• A toothy Troglodyte continues his assault on SWALKHI (2d6-2: 4), grabbing his shoulders and chomping into his head for (1d6-1: 1) damage!

The PC's may now act...


"Ugh. Dwarves!" SCUNTHORPE explains in exasperation as he looks over his fallen retinue and strikes out at the toothy Troglodye with his staff (2d6: 7), but swings wide!

"RIGHT! Get off tha li'l one, ya git!" TOECUTTER tries to distract toothy troglodyte with a blow to the melon [2d6: 3] for [1d6: 5] damage, buying time for SWALKHI to get out of the way! TOECUTTER's cudgel bashes the slimy lizard's noggin in, causing its rubbery hide to collapse to the cave floor with a wobble! (BAM!!! -J) [Bam indeed!]

Round 5!
An odious Troglodyte looks in shock at its fallen submissive (2d6: 5) and howls in primal rage at TOECUTTER!

• An odious Troglodyte claws at TOECUTTER (2d6-2: 3), but is desperately held at bay by TOECUTTER's shield!

The PC's may now act...


TOECUTTER grins ferally and counterattacks [2d6: 7], but his swing is batted aside by the furious Trog. [Should I wait a little more for Scunthorpe?]

SCUNTHORPE jabs at the remaining Troglodyte ineffectively with his staff (2d6: 9).

Round 6!
• An odious Troglodyte continues to claw futily at TOECUTTER (2d6-2: 5) from behind his shield.

The PC's may now act...


"Offa my kit!!!" TOECUTTER bashes the trog with his shield edge [2d6: 5] for [1d6: 4] damage! The odious Troglodyte takes the shield-bash in its maw, stumbling back with fewer teeth before collapsing to the ground unconscious.

SCUNTHORPE flails at the Troglodyte with his staff (2d6: 11), but swings wide as the creature staggers back and falls.

The enemy has been defeated! The PC's may now bind other characters' wounds (restoring d6-1 hits, once per injured person), explore the room further or otherwise act.
• TOECUTTER gains 400 xp!


SCUNTHORPE , although unharmed from the battle, looks quite dejected at the cost of it. He kneels by each of his fallen retinue one by one, to bind their wounds. First ZUGG for 1d6: 4, then ZOTT for 1d6: 3, and finally EVANDER, healing him for 1d6: 2. (oops, forgot about the -1. it is corrected on their character sheets)

SCUNTHORPE then turns his attention to the fallen foes, searching them over thoroughly.

The Troglodytes have nothing but slime and offal on them. The brained Troglodyte is quite dead, but the odious Troglodyte is still breathing.

TOECUTTER pokes his head (and torch) into the opening to the east, hoping for a better view.

The light from the torch reflects off a thick fog in the eastern chamber. The party will have to effect ingress to establish a more accurate survey.

"Hey, fellow," SCUNTHORPE says to TOECUTTER, "if your aim is not to use that back-scratcher, as you call it, perhaps you would care to sell it. Name your price."

Thursday, May 16, 2013

The Money-Changers of Minaria

Dealing with coin has always been one of the most utilitarian exercises in any Dungeons & Dragons campaign. It is a necessary evil that all referees and players engage in to translate conquest into capital. It is also one of the facets of the game that most stretches the imagination and suspension of disbelief, raising thorny questions like "why should all coins have a constant universal value across the entire expanse of the Known World?", "why are coins always evenly divisible into lesser or greater coinages?" or "why should these ancient coins from the dungeon still have currency back in the town?" The implication is that the fantasy setting has achieved what took Europe to the last years of the 20th century to figure out—a stable, universal currency system.

Of course, there are many different ways that game designers have tried to complicate the picture. Medieval fantasy markets might be tempered by inflation tables, availability charts or conversion rates. A referee might declare that each kingdom has its own coin mint and may not accept coinage from opposing lands. Applying any of these methods in an actual campaign quickly proves both highly complex and ultimately ineffective. It misses the point, after all. We are still dealing with the unholy triumvirate: Copper, Silver and Gold pieces. (Or is it the gruesome five: Copper, Silver, Electrum, Gold and Platinum?) No matter what additional layer of complexity you add to your campaign economy, you are still dealing with the universal basic building blocks of wealth, which convert dungeon triumphs to points of abstracted "cash" or "wealth."

In Minaria, everything works a little differently. You don't delve into the earth to plumb it for copper pieces and gold coins. Instead, you emerge (battered and shaken) with 1,350 coins from the lost Cisterian empire. Or perhaps you return from the Bugbear lair with the Duke's own personal treasure—some 560 shiny pieces of lucre. Here we find no generic points of wealth, but coinage with a story attached to it. As the greater part of Minarian society operates on barter, the heroes will need to find a buyer for their precious take, which is to say that the coins themselves do not necessarily hold inherent value as currency. Inn-keepers and armourers can do little with such moneys as they rarely take payments in specie, and flashing strange coinage around would likely raise the immediate and unwanted attention of the local Duke or Baron. Rather, the protagonists are well-advised to seek a local money-changer; someone who will buy the storied cache in exchange for credit in the local town, city or region. Once the heroes have successfully laundered their fortune, they will have full financing for their extravagant lifestyle and material acquisitions. For example, the players return with 800 tarnished silver coins of southern Kushite origin. After some negotiating, the major money-lender in the city agrees to purchase half of them for 220gp in credit, good throughout the province. This credit advance is probably in the form of some local currency (or perhaps a standing tab, or even an endorsed cheque)—a detail that is given a considerable amount of handwavium to gloss over the trivialities. Importantly, however, this credit does not carry over into different regions, meaning the protagonists would be wise to only sell what they need to of their hard-won treasure.

What does this actually do differently than the traditional copper piece, silver piece and gold piece system? Firstly, it introduces a level of mystery when the treasure chest is opened and the gleaming treasure trove is seen for the first time. Secondly, it further requires a little haggling when it comes time to pawn the riches off (which allows more referee control and even future adventures, if the party decides to sell the coins at a neighboring kingdom instead of locally). Thirdly, it gives each treasure a story of how it got there (and certainly the Baron will demand his coins back after the party recovers them from the sunken wreck). Finally, it ties wealth to the locale, without requiring the referee to adumbrate an entire global economy to explain why.

Wednesday, May 15, 2013

Return to Castle Frobozz, Part I

Perusing the archives of Erelhei Cinlu today, I have discovered that the reports on the death of one of my online campaigns have been greatly exaggerated! So as to share these broken fragments with the wider readership, I have elected to publish them here. They will not always make perfect sense, mind you—there are certainly pieces missing from the puzzle. But with a bit of imagination, one should be able to trace the tale of these doomed underground intruders. So begins...

RETURN TO CASTLE FROBOZZ, CHAPTER I
PROLOGUE
And so our story begins with the two dusty pilgrims, Pavel and Winfred, huddled in the dark corner of the Outs Inn of Greyhawk, early one autumn morning. Faces beset with dark looks, the wayfarers glower down into their cold, greasy gruel. They are alone in the tavern this morning - a silent ceasefire exists between them which has even scared off the normally jovial Hrothgar from his perennial post at the bar.

Oh what cruel fate! Only a couple days ago, the travelers were finishing the last leg of what had been a lovely pilgrimage. Certainly the ancient ruins had their distinctive allure, and all had looked forward keenly to seeing the fabled walls of Greyhawk - rumored to be the oldest settlement in the Known World, and once the high seat of the famed Emperor Ygg Son-of-Arne. But it was the company these two grim wanderers now mourned; had it only been two days since seeing that bright gem, Princess Velouria?

Certainly the motley group of pilgrims found it unconventional to be accompanied by such royalty at first, but soon the young and beautiful princess had won each and every traveller's heart with her peerless melodious singing and other winsome affections. By the end of the journey, the troupe had already begun to set upon each other with challenges and dares to prove themselves before her lashful eyes.

But tragedy struck that final night, just shy of the gates of Greyhawk, when a mysterious figure attacked the caravan. Clad all in black, the transgressor knight, who went only by the moniker "The Dark Lord", defeated the tourists one by one, until only he remained standing. Sweeping up the princess from the bed of daffodils she had daintily feinted into, the Dark Lord gave the woe smitten party one more severe reproach before vanishing in a puff of smoke.

Two days later, all that remained of the band now sat mutely in this bar; the hours of quarreling and lamenting long since passed. Of the other companions, some had gone mad with distress and dispersed in random directions, while still others had vowed to rescue the fair maiden and headed up the thick forested mountain towards the mysterious fog-decked Castle Frobozz, which the Dark Lord had indicated was his home. Of this last group, none had returned and, by all legends of the Castle, no return should be expected either.

Perhaps all is lost, and there is nothing left but to return home in shame. Surely, the chance for adventure, reward and glory is behind you now, and even worse - a chance at the fair damsel's hand! But what is this note here, stamped in a strange seal, that flutters lightly on the table? Was that here when you came down this morning? Has it always been here?


THE OUTS INN
Of all the establishments in Greyhawk, the Outs Inn is notable for achieving the most impressive amount of grim and dreck. Normally deserted, this dilapidated watering hole would be considered abandoned if not for the stalwart presence of its owner, Hrothgar the Dwarf. Despite the bleak setting, the curious creature is surprisingly friendly and outgoing, and happily welcomes you to "the finest" (and, indeed, only) "tavern outside the city walls!"

Exits are UP or OUT.

There is a NOTE here, there is a HROTHGAR here.

PAVEL stops a moment from eating his slop. He notices the note. He notices WINFRED noticing the note. He tries to grab it first.

WINFRED groggily rubs his eyes, trying to shake the effects of the previous night's ales. He notices a note on the table and wonders if perhaps it was misplaced and there would be a reward for its delivery. He looks to his coin purse, noting he has only four gold remaining. In the moment of distraction PAVEL grabs the note.

Admiring the strange seal once more, PAVEL notices the stylistic "A", embossed in the shape of a warped star with a flaming pillar in the middle. Breaking open the parchment causes the seal to crumble into several pieces. Within is a short poem followed by a crudely drawn map:

"The fog recedes,
the true treasure of the dungeon,
it is yet to be won,
to it a winding path leads…"

The map roughly shows an ascent up the eastern side of the mountain, upon which sits the gloomy Castle Frobozz from which none return. The path stops halfway up the mountain at a circular symbol.


WINFRED looks up at the sound of the seal on the note being broken. “Friend Pavel,” he begins, craning his neck to get a look at the note, “ the unfortunate events that have transpired on this pilgrimage have clearly worn on us both. Let us start our friendship anew with the search for... whatever it is that note you have here is about. Two honorable men such as ourselves traveling together shall surely overcome challenges that one alone could not.”

PAVEL gazes across the horizon of the letter at his friend. It's a cold stare. He glances down at the letter, "You better take a look at this then," he says tossing the letter across the table. Scowling, he heaves some slop into his mouth and continues with his breakfast.

WINFRED looks the note over. "Strange," he mutters. "Hrothgar, did you by chance see who left this note here?"

Having failed at being inconspicuous, the wrinkly dwarf looks up from his work of wiping down a single swath of the otherwise grimy bar.

"Nae, boppins!" he replies, before hopping down from his stool. You trace the peak of his bent felt cap bobbing behind the bar until the puppet finally appears around the side. He pads up to the table, bells clinking on his soft shoes, draws close and palms the note in his stubby fingers. You can't help but notice that the foul homunculi stinks worse than the docks on Yob's Day, a festival dedicated to the rotten fish-god worshipped by the inbred peasants of this area.

Pulling out a pair of (likely pilfered) spectacles, HROTHGAR pretends to read meaningfully for a moment, before his beady eyes settle on the crudely drawn map and grow wide with fear.

"Well ta first part is a recipe, methinks. Yep, butter'd chicken." it says, licking its slimy lips. "But ta second part, that'd be a map of the Castle Frobz. No'uns ever come back from that fog I tell you! It eats men alive! If only for a chance at the castle gates, the treasures indwelled are said to be beyond imagination!"

The scurrilous tramp goes on to do what dwarves perhaps do best, and tells a mesmerizing tale of spectacular riches and wealth that would make a sultan swoon; seas of golden coin, ruby encrusted pillars, the finest jewelry and ornaments and priceless works of art abound. Half the morning must have passed before you snap out of the charm (coins still dancing in your mind); the drizzly weather outside gives no indication, but you can judge the lapse by your gruel, which has separated into thin tinny water with fatty solids that float near the top. Your stomach grumbles in protest, as the loathsome wretch concludes "But this I've never seen, a passage up the eastern slope? B'ware young boppins, those hills are rumored to be full of nasty warrens."

Recalling your childhood lessons that dwarves indeed live under mounds of dirt, you decide to take such a warning with some thoughtfulness.


With the conclusion of the dwarf's tale WINFRED collects his things. "Perhaps it is time we moved on Pavel," he whispers in a hushed voice, "I doubt this dwarf will be of any help."

WINFRED goes OUT and takes a look around.

PAVEL nods, "I will be needing some supplies I suppose. We may also want to recruit a peasant to carry our goods and absorb any arrows destined for our chests." He gets up from his table, leaving a few coppers on the table and follows WINFRED OUT.

As the PAVEL exits, HROTHGAR pads up to him and stuffs a small, leather bag into his hands. "If ye are thinkin' of going to Frobz, take this, I beg ye! Me mutter told me to use it if I ever came across a deep creature; but dun'nae use it on anything else! Only the deep ones!" Opening the pouch reveals a handful of granola.

PAVEL appreciates the gesture and nods to HROTHGAR on his way out.

Waiting until PAVEL and WINFRED have left, SCUNTHORPE approaches HROTHGAR, and says "A couple more pints for me and my friend," pointing to SWALKHI in the corner. "You've got a fine establishment here."

SWALKHI walks up to HROTHGAR and SCUNTHORPE. "Aye, sir -- good to see a brother dwarf with his own establishment in such a far flung land. Are there more of our folk hereab

MUDDY LANE
The road here is well worked by wagon wheel and foot traffic alike, so that deep ruts have formed in the slop and filled with the morning's rain. This is western road that leads from Greyhawk out to the lands of Westmark. Before you stands the shabby Outs Inn, run down from years of neglect. To your EAST lies the Western Gate of Greyhawk. To the NORTHWEST, the road climbs up into the thick pine forests and disappears around bends in the brambles.

Exits are IN, EAST or NORTHWEST.

There is a SIGN here, there is a GROUP of MERCENARIES here, there is a CONDOTTIERE here.

PAVEL nods to the MERCENARIES, tipping his hat to them as he approaches.

"Allo guv'nah!" the broad mustachioed CONDOTTIERE says, stepping forward and pumping PAVEL's hand mercilessly. "My Landsers are the best in the business! We've just come arrived with the caravans from Westmark. The pikes of the Black Band are the sharpest in the Known World, and for a modest fee they can shore up your battle lines!"

WINFRED reads the sign.

The sign reads: "EAST - CITY of GREYHAWK, NORTHWEST - WESTMARK ROAD and OLD CASTLE TRACK"

WINFRED turns from the sign and approaches the MERCENARIES as well. "So my good man, how much is it to hire one of your pikes?"

"Merely 5 coin a delve or per week, whichever comes first! Payable in full ahead of time to my persons, of course," replies the CONDOTTIERE.

"Are they hardy men for that price?" asks PAVEL. "We're going to the castle Frobozz. We don't want no turn-coats adventuring with us."

"These lads are Westmarks finest!" cries the CONDOTTIERE, "I haven't heard of this Castle Frobozz, but I can attest no member of the Black Band has ever turned heel while their charismatic captain still stands. Treat them well, pay me promptly, and you can be assured of their service."

WINFRED turns to talk to PAVEL out of earshot of the mercenaries. "I am willing to hire one of them, or rather I would be if I weren't so short on gold at the moment," he says looking slightly embarrassed. "I you could lend me a gold coin I will gladly repay it at the first opportunity. If there's even a fraction of the treasure HROTHGAR claims we'll need help to carry it all."

PAVEL waves off WINFRED's concerns. "It is of no consequence, friend. I was planning on hiring two or three. Three would leave me tight to purchase rations for the journey."

"Hire however many you feel would work best, PAVEL. You will be reimbursed for your trouble from the treasure." WINFRED purchases 4 days rations.

PAVEL returns to the CONDOTTIERE and requests the services of three mercenaries, and is granted the service of young AUGUST, ZOTT and EVANDER. PAVEL purchases 10 days worth of dried trail rations for the road. "I believe we have what we need. Unless there is anything else that you require, WINFRED, I suggest we make haste."

WINFRED finishes his purchases. "I'm ready when you are."

PAVEL nods and leaves NORTHWEST with WINFRED.

FOREST ROAD
The thick pine trees converge on the Westmark Road here, veiling the way in an eery silence and gloom. Down the hill to the EAST, the rotting patched roof of the Outs Inn is visible; a thin silvery line of smoke drifting lazily from its badly leaning brick chimney. Beyond that, the grand City of Greyhawk unfolds on the narrow escarpment overlooking the wind licked Great Sea.

To the WEST, the road continues deeper through the forested hills to the sundry counties of Westmark. To the NORTH, the crumbling remnants of a decrepit bridgehead over a small stream mark the beginnings of the Old Castle Track which leads to the haunted Castle Frobozz. A menacing fog looms that way. To the NORTHEAST, a barely noticeable deer path leeds across the stream and around the eastern face of the mountainside.


Exits are NORTH, NORTHEAST, EAST and WEST.

PAVEL remembers the map and points out the deer path. "I believe that is the direction we want to go."

WINFRED also remembers the map. "Yes, I do believe you are correct, PAVEL."

PAVEL heads towards the deer path, leaving NORTHEAST.

WINDSWEPT BLUFF
The forested mountainside tumbles down into a sheer precipice here, dropping hundreds of feet into a distant estuary below. An old deer trail clings tenuously to the fringe of the rocky crag, leading SOUTHWEST down the face of the mountain or ascending WEST directly up the heavily forested slope. From this vantage point, the eastern ends of the Known World open up before you, revealing distant squalls out at sea and the wooded wilderness of the mountainous Eastmark seaboard.

Exits are SOUTHWEST or WEST.

PAVEL goes WEST.

UNKNOWN GROTTO
A small grotto cuts into the mountainside here; a low entrance leading down into the darkness of the earth. Before the portal, a small dragon is curled up on a pile of dirt, leaves and bones. The glint of tarnished golden treasures gleam dimly from the refuse. There is an air of melancholy here. An old deer path leads EAST down the mountainside. To all sides, the menacing fog looms, yet strangely does not reach the trail or cavern opening.

Exits are IN or EAST.

There is a DRAGON here, there is a TREASURE HOARD here, there is a DONIVAN here.

PAVEL halts and raises his fist above his head, signaling everyone to be silent. He waves over WINFRED and points to the DRAGON. Carefully, PAVEL whispers into WINFRED's ear, "Know ye much about dragons, friend? This looks to be the route by which the map wishes us to enter the castle."

WINFRED nods. "Lets try to get by as silently as possible."

Approaching the dragon reveals that the wyrm is apparently midst forty winks, and slumbers peacefully on its precious take. It is a lissome creature, with slender features covered in brilliant emerald scales, perhaps the weight of a horse and some half dozen paces long from nose to tail's tip.

DONIVAN peers out from the underbrush at the two adventurers he has been following since he overheard them talking of treasure while hiring mercenaries near the city gates.

[Assuming Pavel and Winfred continue past the dragon down into the earth, follow below. Otherwise, continue here as normal.]

LOW CAVERN
It is pitch black. You are likely to be eaten by a grue.

There is a PAVEL and a WINFRED here.

PAVEL takes out a torch and his flint and steel from his back-back. He lights the torch, being mindful to keep an eye over his shoulder towards the direction of the dragon.

To Be Continued...

Wednesday, August 1, 2012

Bonded to the World

In many ways, how players are rewarded at the table will define your game, and thus your game world. After all, the world only comes to life in response to the players' action (or inaction), which is then driven by their goals. Rewards give the players an indication of what they should be doing, generally speaking. At the same time, rewards are much more than mere incentives, which would lead players along a predesigned course. Rather, how the players go about achieving these rewards is unique to each group and to each story, and thus rewards must be open-ended. As mentioned in the previous article, players should always be given problems, not answers. How they answer problems is an expression of their freedom within the game world, and is the very narrative of the story itself.

Perhaps a good example of this can be seen in "Old Geezer" Mike Monard's fascinating on-going "tell-all" about the early days of Dungeons & Dragons. As he describes, experience awarded for defeating monsters in the Greyhawk dungeon was almost nothing, perhaps only enough to round off the experience gained from treasure, and that in his own games he does not reward any experience for monsters. The picture that immediately forms is one in stark contrast to modern "dungeon delving" games, with the players cast as "amoral mercenaries out to loot the dungeon," as one commenter put it. Where there is no reward, there is no risk-reward structure, and thus monsters are carefully avoided, like elite soldiers sneaking deep behind enemy lines in some subterranean fantasy Vietnam.

In the same way, a game that does not have a clearly identified reward structure is a game (and a game world) with an identity crisis. Without a framework of rewards (whether fame and fortune, or something else entirely), the players will not have a clear idea of what they should be doing. Without player action to fuel it, the world cannot come to life. This is probably one of the most discussed aspects of Dungeon World, still a work-in-progress, and several iterations of an "experience" system have been proposed (experience being one way to quantify reward).

One of the options that has gained the most traction, although not the current "official" solution, is Ryan Macklin's experiment. A hold-over from the primogenitor game Apocalypse World, this system has each player pick a basic strategy for another player to pursue that session (such as pulling stunts, defending others, acting diplomatically, solving possibles and so on). Each time the player acts accordingly, they earn experience, rewarding immediate and short term narrative styling. Thus, a Cleric (bidden to be more aggressive that session) will show a new angle to his character, as he beats the goblin he interrogates, or lashes out at his superiors in the monastery.

This is a fine system in itself, but perhaps more suited to the game it originated from (Apocalypse World is all about psychologically breaking characters down in a ruined world where no one is granted tomorrow). As forum-goer nemomeme points out, the reward structure determines what the very game is about. We must be careful to think about the essential design goals behind the game before tackling rewards.

So what is adventuring about? The very principles of Dungeon World (which make it so interesting and unique) demand that the fiction comes first. Like microgame adventures, the rules are discrete components that have specific triggers from the fiction, and are otherwise out of sight. The principles also state that the game is a conversation, so thus the rewards should also be in conversation. Perhaps a good model for reward, which is based on the fiction and also in constant conversation, would be Jeff Rient's article on "eXPloration".

Here, I can imagine players and referee discussing, as a group, what they want to do, as it comes up in the fiction. They could even create "experience ladders," listing some goals and objectives. Once players have achieved (or failed) all of their plans for a front (a living, breathing local situation), and the game master has no more moves to make, this should indicate that the front has been fully explored and the next expedition should be chartered. Each player might have a different list, but commonalities and overlaps are expected, as the party is acting within the same local area. An example might be:

• Find the slave camp deep in the jungle (+1 Exp)
• Defeat the Guaraxx lurking in the delta (+2 Exp)
• Get revenge on those pirates (+1 Exp)
• Discover what has made the villagers so frightened, and make it safe again (+2 Exp)
• Climb to the top of White Doom Mountain (+3 Exp)
• Spend a night in the Lost City (+1 Exp)


These goals are constantly being discussed, revised and traded as the fiction dictates, and represent paths of action parallel or tangential to the plot of the front. They give the players a clear idea of what this world is about (that is, the cool and amazing things to do and see, the supernatural adversity to overcome and the bonds to play off between players in the process). In fact, in many ways, this is merely an extension of the bonds rule from Dungeon World, which gives players an initial motivation before the first front is even encountered. Here, in addition to being bonded to each other, the players are bonded to the world. Most importantly, this method lets the fiction come first, which is an essential quality of Dungeon World, and a great deal of what makes it so unique.

Friday, July 27, 2012

Worldsmiths

I wanted to expand a little on the previous discussion of campaign preparation. I do not believe a referee's preparation should look anything like a published adventure module, which were fixed and scripted scenarios developed specifically for the tournament milieu. These are, of course, fun to read for inspiration or to run the players through a "gauntlet" typical of gaming conventions. However, for home games, these adventures are far too scripted, and go against the basic principle that narration is neither controlled by referee nor by player (as discussed in the previous article).

Yet, it is imperative that the game world seems real and adventureful at every moment and in every scene. Some work must go into world creation, but this fashioning and shaping cannot have a stymying effect. The generative process must be continuous through the process of playing, so that the world comes alive and retains full fluidity. Player decisions, ever capricious, must remain meaningful.

Marshall Miller has given a good example of what this might look like for Dungeon World, a fan variant of Vincent Baker's Apocalypse World. That game already divides the environs of a game world into Fronts, which are living, breathing local situations that the players can get themselves mired in. Not only is a Front (e.g. the Caves of Chaos) a vivid and lush location to explore, but it is also an ambiguous, evil force to oppose the heroes, a ticking time bomb (with signs of the looming disaster), and a creature in and of itself (capable of executing its own moves and maneuvers against the players). A Front is a setting that truly comes to life, like the Mines of Moria, and opposes the heroes by its very nature. It must be carefully explored, discussed and negotiated by both the players and the referee alike, with the primary vehicle for this being dice rolls and decisions.

What Miller has added to this is the notion of the "Adventure Starter." This is another sort of environ in the game world, contained within a quick, flexible toolkit designed to spark the initial interest and action. An entire "Adventure Starter" environ consists in a reminder of the referee's guiding principles (make the world real, make it full of adventure etc), a list of scenic impressions to colour your descriptions and make the world real, some open-ended questions meant to both inspire sub-plots and to hook your players, a list of artifacts and creatures that might be of utility for the referee and finally a list of new moves open to the players while they explore the setting. Importantly, there are no maps, no pre-scripted story and no hard timelines. The referee could glance at the two-page setting and read as much or as little as he likes without missing anything important.


Both Fronts and Adventure Starters are an excellent way for a referee to prepare the environs and locales of the game world. They are inspirational and fluid, and may be used before and during the game to drive interesting scenes. At the same time, preparing this kind of gaming world is not about pre-establishing events, plots or geography. Those are answers, and the answers that the actual playing experience will give you are always better. Rather, the referee should start to think about preparing problems which do not necessarily have an answer… yet. Confronted with a living, dynamic and danger-filled world, the players' actions and words fill the adventure-engine that the referee has prepared, fueling gameplay that players can actually care about and feel.

Tuesday, July 17, 2012

Say No or Force Them to Make a Saving Throw Versus Death

Flipping through Diaspora yesterday, I came across a sentiment increasingly common to modern roleplaying games. At the core of Diaspora (and many such newer games) is the phrase "Say Yes, or Roll the Dice." Essentially, this axiom requires the referee to always endorse the players' proposed strategy, or at least give them a shot with a die roll.

For Fate fans (which includes Diaspora, Spirit of the Century, Legends of Anglerre and many other related games), this has been heralded as a very "tactical" system. Players are constantly coming up with spur of the moment plans (actually, justifications for why they should win), which the referee must then accept, or let the dice decide. It is reminiscent of old school procedure, where the referee listens to the plan carefully and then comes up with a target number and rolls the die to determine success. The only difference is that "Say Yes…" precludes the referee's veto. The referee is instead slavishly committed to accepting every player strategy, regardless of how believable it is, or how it circumvents the referee's own schemes. Rather than staging a tactical opposition, the referee is subject to player whim.

This is, perhaps, seen as contrasting adversarial-style refereeing. It also developed, however, in response to a style of Dungeons & Dragons that increasingly defined characters by "Player Options," "Powers" and other mechanical advantages. Instead of thinking through a problem, players would simply look down at their character sheet for all the answers. Written in 2002 at the height of the third edition, The Burning Wheel fantasy roleplaying game was, in many ways, a response to what Dungeons & Dragons had become. In contrast with a referee-dominated narrative and players with mechanically enabling character powers, The Burning Wheel introduced the "Say Yes…" paradigm for the first time, and thus framed the referee as an enabler and the players as holding narrative control.

Of course, buying into this premise of "player control versus referee control" has obscured the original simple and elegant functionality of Dungeons & Dragons. Recently, I asked Mike Monard (veteran of the original Lake Geneva campaign) whether referees back in the day would punish Magic-Users who neglected utility spells and front-loaded combat spells by throwing in obstacles that would require the former. His response was illuminating, and is worth quoting here in full:

"Remember… the world was created first, THEN the characters were created to explore it. The way Gary, Dave, and the rest of us did it, we would set up our dungeons such that you would need a selection of both combat and utility spells. Choosing how to allocate your limited spell slots was part of the fun, as was dealing with not having a certain spell where it would be useful.

The world came first, so changing the world based on player spell selection would have been cheating. It's about the only way for the referee to cheat, in fact. Any ref who changed things on the fly to punish players based on that day's spell selection would have found themselves without any players.

What was there, was there. There was a nest of six trolls on Level 1 of Greyhawk. If you went there with three first level characters, you found six trolls. If you went there with nine 11th level characters, you found six trolls. Changing the world as you seem to be describing above would have been anathema. It is really the only way to cheat as the referee.
"

The referee developed a world, the players investigated it, and changing things after the fact was cheating. It was part and parcel of suspension of disbelief that the world followed its own laws and trajectory. How player decisions might intersect with that trajectory was largely unpredictable, and there was a level of excitement and discovery for both players and referee. There is a classic movement here which is common to Shakespeare plays, whereby one person would pass partial information along to another individual, who would then filter it further to a third. Consider the Doctor who agrees to provide the Queen with a vial of poison but, fearing her evil designs, actually gives her a sleeping draught. The Queen, thinking the elixir to be a poison, hands it further to the naive rival princess, promising that it is a healing balm to be taken when she is feeling ill. The King falls ill and the princess administers the sleeping draught. Chaos ensues.

Likewise, the referee may know what is really going on, but this is filtered through interrogated non-player characters or partial clues that the players may find. Only half of the truth reaches the players, who then introduce a further (and unpredictable) abstraction through their misinterpretation of the situation. This beautiful friction makes for the stuff of true legends. Here, the referee is neither adversarial nor enabling, but rather purely neutral (which reminds me of an excellent and illustrative Knights of the Dinner Table comic, where the Knights are able to "outsmart" B.A.'s flagship dungeon).

The take away from all of this is that we as referees must again become world-smiths. It is hard work, and tremendous preparation must go into the campaign as well as each individual session. Different webs of non-player characters must be charted, including individual motives and knowledge. Interesting eventualities must be at least initially considered, while some obstacles with no apparent solution should be cataloged (perhaps a dungeon at the top of a perfectly sheer cliff, encouraging the players to be creative). The story will take unexpected turns, and the referee's encyclopedic register of history and dramatis personae will breath enough life into the world that it will take on its own momentum. In all of this, narrative control belongs to the friction between player knowledge and referee impartiality. As the authors of Adventurer Conqueror King put it, "every campaign is a law unto itself" and the excitement comes from these worlds taking on a life of their own.

Thursday, July 12, 2012

Every Fighting-Man is Unique

I am not aware when it came about, but at some point a vicious rumour crept into our collective understanding of Dungeons & Dragons. This rumour subtly, surreptitiously put forth the notion that the original game, in its basic, open-ended template form, was somehow too limited. There weren't enough monsters, there weren't enough classes, there weren't enough powers or abilities. The original game, so this shadowy speculation would have you believe, just didn't have enough stuff.

So the next generation of more "advanced" games came out, promising more things for the throngs of adventure-hungry players to do by promising game rules that were packed with more stuff. Ironically, on the other end of this history (some thirty years later), we are now flooded with such games—enough to stack from floor to ceiling in a dusty, unvisited brick-and-mortar gaming store. We certainly have enough adventure, yet, we have very few players hungry for adventure. What went wrong? What was it that originally enchanted those players, who came from every walk of life, and made them so esurient?

Today's games have naturally attracted a very different, and far less diverse crowd (which is unfortunate, not only because we lose perspective and creativity, but because many of the so-called "gamers" are individuals that no one in their right mind would like to spend an afternoon with). The excessive influx of systems, mechanics and rules to our Saturday afternoon scenarios naturally caters to rules-obsessed types, and the move away from free-form, communal decision-making and storytelling alienates people who didn't sign up for this level of commitment. But there is also a delightful agility that was somehow lost in this sad transmutation.

I believe that earlier adventuring aficionados truly understood that the original game was merely a template. The apparent limitation, for example, to choose one of three iconic character options (Fighting-Man, Magic-User or Cleric) belies the fact that these choices were never meant as more than basic blueprints from which characters were built. Looking in the three little books, for instance, one finds extremely few limitations: ability scores have next to no impact on the game, the rules allow dual and multi-classing, and any character can attempt any action. There was essentially an adventurer, and different options determined what access he or she had to different equipment and spellcraft.

One of the rarely highlighted aspects of the original game in particular is the concept of level titles. This dizzying array of honorifics is typically understood as a strict progression, one to the next, so that a Hero becomes a Swashbuckler or a Sorcerer becomes a Necromancer or a Bishop becomes a Lama. Yet, as we can see, this progression is not altogether coherent (why should a Catholic Bishop become a Tibetan Lama, exactly?), which may have led many to simply discard level titles entirely. At my table, I encourage my players to really make level titles their own, however, and use them to define their characters.

Maybe Toki, a Japanese Fighting-Man character, starts off as a Veteran. By level two, I encourage him to describe how his Fighting-Man is different, and soon he takes the level two title "Sohei" (or warrior monk, becoming an ascetic mountain warrior). During level two, I allow him to track monsters through the woods or navigate untamed mountains. By level three, the campaign has taken another turn: Toki takes on the role of a pirate and starts swinging from ropes and intimidating his opponents.

Customizing level titles is an excellent way to show your players that the archetypal classes are merely base templates from which characters are developed. I do not believe a party with 14 Fighting-Men should feel like a party with 14 Fighting-Men. The fact is that the Fighting-Man class, like the other classes, is broad enough to contain every sword-swinging hero one could dream up. Each character should be different and unique, and the rules of the original game are just open-ended enough to allow that. In reality, there is nothing more alienating than bringing a new player to your table and telling him that his character concept has to fit within your game's hard boundaries and strict definitions, and this is one of the main reasons that this hobby lost its diverse player community: we stopped asking people to bring their own creativity and ideas to the table.

Thursday, June 21, 2012

What is a Setting?

Campaign settings have always held a rather schizophrenic place in this hobby. The first settings, Blackmoor and Greyhawk, were merely the dungeon and the environs around it, extending further only rarely, as the adventurers pursued other plots (and then collapsing back to the central dungeon when new players came in). A great example of this are the adventures of Robliar, Tenser and Erac, who dropped through the chute to China in the ruined pile of Greyhawk Castle, only to adventure back to the other side of the world, drawn like a magnet to the tentpole of the campaign. Other campaign events created new areas, such as the domain of Iuz (a foe who was originally released from the dungeons of Greyhawk), yet these new area always deferred to the original environs (with no sustained campaigning in the new regions).

Yet, when TSR took off, it became profitable to publish fully detailed and designed campaign backdrops. World maps were drawn up for the first time ever, and the local environs around Castle Greyhawk became the "World of Greyhawk" (true, the original Greyhawk was situated on the C&C Society map, but the extent of this map is unknown and apparently not well developed). With published settings, the concept of a campaign backdrop turned from the small, local region to the internation and global scene.

Still, I suspect, most referees ended up designing their own settings for their home campaigns, much like Arneson and Gygax themselves had done. The natural impulse is not to delineate a sweeping world, painting with a broad brush, but rather to go ever smaller, refining the details and going deeper into the very concept of the setting. The former approach is geographic, and creates boundaries that delimit thought even as the "broad approach" is meant to liberate possibilities by making the world seem "big." The latter approach is conceptual, and defines the setting as an idea, not a fixed and stale cartography where the possibility for new events must be fit into a pre-existing framework. They are fundamentally different approaches, one structural and the other theoretical, that produce very different experiences for the referee (and we must remember that the referee is a player too, and that campaign preparation is part of the game).

Interestingly, it was setting stagnation (and setting over-definition), that first drove Arneson to boredom with Braunstein, leading him to create Blackmoor. The Napoleonic scenario had been fully described and defined, and the possibilities exhausted, by a structural approach to the scenario that put characters in relation to each other like chess pieces. Instead of focusing on the politics of the scenario, however, Blackmoor focused on the root inspiration at the core of the setting. As the DCC rulebook says:

"Make your world mysterious by making it small—very small. What lies past the next valley? None can be sure. When a five-mile journey becomes an adventure, you'll have succeeded in bringing life to your world." (Dungeon Crawl Classics Roleplaying Game, page 314)

Here, the sage advice to "think local" should be paired with a conceptual approach to campaign definition. There is world enough in the 50 miles around your central megadungeon: make things happen there! Festivals are thrown, distant merchants arrive, new enemies appear, alliances are struck and broken. The core concept of your campaign inspiration is often difficult to articulate, but one should not flee from this and start detailing regions that no player will likely ever see. Instead, turn back and develop that core concept more and more, mining it for new inspiration, and do not be afraid to let it change as your interests (or real events from the campaign) require. No one truly knows where such a setting will go next, yet it always feels like home.

Sunday, June 17, 2012

New Gary Gygax Setting

I don't usually do this, especially after my recent rant about Kickstarters that "over-promise," but I have to make an exception for John Adams' (of Brave Halfling Publishing fame) new project, the Appendix N Adventure Toolkits. Unlike some of the lest-tested indie publishers, who are riding on the coattails of OSR-Kickstarter craze, I know Brave Halfling's work well and have a lot of trust in John's ability. He's been around for quite a while now, and I even own some of his early publications for Castles & Crusades, Swords & Wizardry and Labyrinth Lord. He has been behind a lot of truly excellent products, like the "Old School Gaming Box," Delving Deeper (the original Dungeons & Dragons reprint with Rob Conley's Blackmarsh) and Perilous Mazes (the Holmes Basic Dungeons & Dragons reprint).

His latest effort, however, is stunning. While it started out as simply a single, low-level module, the Appendix N Adventure Toolkits has surpassed my expectations. I find it somewhat difficult to interpret Kickstarters sometimes, so I will break it down for those who haven't had a chance to check this project out yet. After breaking four stretch goals, the project is now giving each supporter (at the paltry $20 level): a PDF copy of each of the five full adventure modules (one of the scenarios which will never be released again), a digest print copy of each of the same (each signed, numbered and shrink wrapped), a poster to hang up in your den and a special edition box to store the modules. For an extra $10, you get a second copy of each module (I guess one would be a play copy and the other a keeper? Or maybe a gift to your nephew to get him into roleplaying?) and eight (8!) more PDFs of new rules and options for DCC characters and classes.

This is really a fantastic value, and a very neat idea to boot (especially the collector's box for storing everything), and the artwork previews already released are top-notch. However, what caught my attention in the first place was the next stretch goal: an original setting developed by John Adams and Gary Gygax through their correspondences. This unpublished work was going to be for Gary's last game, Lejendary Adventures, but came to a halt with his passing. While I never thought Gary was the best game designer, his worlds have always inspired me, and I have found him to be quite a wordsmith when drawing up an old-school setting. Now, if this project gets enough funders, anyone who puts in that same paltry $20 donation will get a sixth print and PDF, "The Old Isle Campaign Setting," in addition to a color poster map of the setting. I cannot be alone in finding it a shame to leave this final work undiscovered, which was written by Adams, but with the keen editing and insight of the original Dungeon Master. Count me interested and in support of this project.

Monday, May 28, 2012

Cosmic Alignment

John (of Thistledown Post) put up an interesting discussion on alignment in the DCC RPG. As he relates...

"The system of alignment in the DCC RPG is one that reflects its old-school heritage... Law is given as the choice of those who would uphold society's system of order and rules, producing the common good. Chaos is all about over-throwing authority, exercising personal power, and self-serving ends. The middle ground is Neutrality, the choice of those who choose not to decide, (hmmm...sounds like a famous Rush song of which I'm fond.)"

It is interesting that DCC specifically chooses not to equate Law with "good" and Chaos with "evil." Point in fact, the DCC RPG core book describes bugbears, goblins, hobgoblins, and troglodytes as being Lawful, and thus vulnerable to be Turned by chaotic Clerics. It is undoubtedly surprising to some that such traditionally evil creatures would be categorically Lawful in alignment, until you consider that there may be multiple axes that the struggles of the "urth" orbit around. Morality and Order are two such axes that do not necessarily always converge, as they have their own alien interests and objectives. Rather than seen as a graph or chart, perhaps aligning morality with order is better seen as a complex gyroscope, where good and evil is one ring and law and order are another (where even further alignments, include political, planar and magical could be included).

Certainly, neither pole of order (Law or Chaos) apparently comports itself to morality. As John describes:

"In my campaign, Law and Chaos will be struggling for dominance. Either potential outcome will not be good for the mortal folks of the world. If Law wins, the world become stagnant and unmoving. If Chaos wins, the world becomes a place of ever-changing pain and torment."

As the sun burns away and the old stars draw ever closer, ethics are increasingly merely short term sources of guidance. In truth, the dominion of either Law or Chaos will have an ultimately tyranical effect that will blot out all life. Law will crush its own people under heel, or simply allow them to die out and fade away in a perfect utopia, doomed by entropy like Tolkien's elves. Chaos will turn the world over into rioting and ruin. Neutral forces are aligned to the very passage of time itself, and seek either to prolong the titanic struggle that lays waste to the urth as long as possible before the imminent and inevitable end, or are entirely uninterested in the world's fate and worship the very fatality of it all. Dread Cthulhu, who would mindlesly tear the urth to pieces like a wet paper towel were he ever to turn over in his sleep, is notably Neutral in the DCC RPG book.

What I like here is that morality is something that veils the perhaps less obvious, but in the long term more dire, conflict. Morality concerns itself with the present, contingent and earthly situation, and represents an entirely different axis that intersects at times with Law and Chaos, which are more cosmic in origin. Ultimately, it is the ancient struggle between the latter forces, however, that march the world ever closer to inexorable collapse.

Here, the world is never to be saved, and the downfall is more or less inevitable. The urth is doomed, and stands in the shadows of a late age where the powers of order have long since committed to mutually assured destruction. This long tide from the deep oceans of the cosmos is drawing in upon the tiny urth, and will wash over its edifices and civilizations.

We can start to see a convergence between the concept of different planes of existence and the different interpretations of alignment (which has been, at times, a stand in for morality, psychology, planar politics or societal disposition). In the ancient mind, the world was seen as flat and the cosmos extended above it, with each heavenly body moving in perfect circles above (an attempt to understand why the same star would occupy a different part of the sky at different times of the year). What if these cosmic rotations of the empyrean were the wheels of countless irreconcilable alignments and orders, each arrayed against each other and against the terrestial surface in complex webs of machinations, alliances and feuds. Only when the different forces arrayed against the urth had come into perfect balance, and these stars were in perfectly aligned, would true Neutrality reign and draw forth the old ones. At last, the stars are right.

Appendix A: Alternate Alignments
I find it is important to move alignments away from Platonic absolutes. In the Warhammer setting, the human psyche itself makes an impression on the metaphysical, and massed human emotions and thought can empower or even create entities in the raw chaos of the beyond. When you stare into the void, sometimes the void stares back. Here are d24 alternate alignments to drop into your campaign.

1 Psychological (from the village's deep-seated fears)
2 Chemical
3 Radiation (from the nearby nebula)
4 Planar
5 Linguistic (from the dead language recovered by the scribe)
6 Magnetic
7 Musical (from the mindless cacophony echoing in the deep)
8 Ethical
9 Elemental
10 Rhetorical (from an argument long forgotten)
11 Temporal (pouring forth from the black hole)
12 Cultural
13 Political (of the local petty barons)
14 Familial
15 Artistic (of the last masterpiece of the legendary painter)
16 Energy
17 Ancestral (from the forefathers that look down upon their tribesmen)
18 Philosophical
19 Moral
20 Gravitic
21 Mechanical
22 Mythic
23 Poetic
24 Organic (from the puddle of mossy slime by the roadside)

Wednesday, April 18, 2012

Dwimmermount

Dwimmermount is a classic dungeon in every sense. The preview for backers of the Kickstarter has a first level that feels both formal and archetypal, yet also lavishly rich in atmosphere. There is a strange mixture of James' staid writing style and the moody ambience that quickly coalesces around the dungeon environs. His writing is effective, and creates a gloomy picture of a ruined hall, with walls and floors now too inert and mute to tell all of their stories.

As James' promises elsewhere, these rather mournful early hallways and chambers will eventually give way to something much stranger. From that discussion, and James' interest in planetary fiction, deeper levels will seemingly take a dip towards period science fiction with Burroughs et al. While it may be judging a book by its cover, from the early drafts I expect the resulting product wil be a well-woven and meticulous classical dungeon, full of ambience and character, with a few twists and turns towards the finale.

In that same discussion, James has expressed interest in using Dungeon Crawl Classics with Dwimmermount. While this is also my current game of choice, the more I read it, the less I am convinced that DCC is well suited by a megadungeon. One of the early design goals was that DCC was not D&D, and would not follow the same path that D&D took. DCC cleaves closer to pulp 1970's science fantasy literature, whereas Dungeons & Dragons became beholden to its wargaming roots. The dungeon is well designed for the later style of play, with gritty room-to-room warfare and strategic exploration and conquest of different zones.

In contrast, Dungeon Crawl Classics seems (perhaps ironically, given its name) better suited for episodic play typical of pulp novellas and the short stories found in the back of cheap science fantasy rags. DCC personas do not fight for every inch of ground with an army of henchmen, but rather they go on flashy capers, discover horrible secrets and fight gross-out final bosses.

This style is well supported by the panopoly of modules Goodman Games has lined up, but I am wondering how it would look for novice judges trying to prepare their own material. The approach I have been taking lately is similar to the method I used in an unpublished homespun roleplaying game a while back. I would build a somewhat self-contained locale (called a "setting") and come up with 2 to 6 major spots in the location (called "scenes"). Scenes were evocative locations where significant story encounters would occur (thus, extraordinary events would never happen in ordinary places, and vice versa). Different settings would be connected in a web geography according to how the narrator expected the plot to unfold (and later, redrawn according to how the plot would actually unfold). Settings themselves would be given brief and colourful descriptions, which would help the narrator improvise.

Thus, the city of Swampgut (setting) could be connected to Cairnlands (setting), which would be connected to Blagga's Hold (a setting, with the descriptors: "crumbling for centuries," "dry mud-walls," "red qwartz canyons," "ant-hole hallways" and "dry creekbed"). Once the characters beat a certain number of the scenes in Cairnlands, they could cross from Swampgut, through Cairnlands and to Blagga's Hold. The latter might have four scenes, including "last standing guard tower" (bird's eye view, crumbling steps, massive bonfire, Blagga's spy-falcons), "Blagga's Harem" (deep in the bowels of the fortress, eunuch guards, debauchery, brazen idol, Blagga's platform, poor acoustics), "black pit" (thousands of feet down, lightless warrens, lurking minotaur, sandy arena) and "master kitchen" (hundred cooks, strange meats, massive hearth, hanging pots and pans, chaos and clamor).

How the players interract with such a setting is freeform, and the judge is encouraged to briefly describe otherwise uninteresting travel. The characters could sneak around the creekbed, find a secret entrance in the wall, and creep through winding warren-like halways until they find a peephole that spies into the harem (ahem, to overhear the infamous Blagga's plans, of course). Once the players goals were sufficiently achieved (or failed), the setting would be expended and the story would advance. For settings that are pure obstacles (like the aformentioned Cairnlands), the narrator may require a certain number of scenes to be beaten to open up further settings.

This is a quick way to sketch out a basic map of the story, but it is still flexible to be modified on the fly. By focusing on dramatic moments and places, such a campaign would feel more pulpy and narrative, which can be scaled back according to the tone the judge would like to set. This approach de-emphasizes mapping, tracking of time and supplies, and the general inertia of traditional exploration. This does not provide an actual plot, however, and I hope to touch on a few tips for adventure design in the near future.

Saturday, April 14, 2012

Monstrous

Dungeon Crawl Classics has got me thinking about monsters lately. Like the Random Esoteric Creature Generator, the maxim of DCC is that no encounter with an enemy should be the same. Monsters are aliens, outsiders, and the demons of folk lore. They do not play by the rules of nature that bind men and earthly creatures, nor do they come in the familiar forms and images that mortals are accustomed to witnessing. There is a revulsion and fear of the monstrous that goes beyond pointy teeth and sharp claws to something deeper—something automatically rejected by the human psyche.

J. E. Holmes' version of Basic Dungeons & Dragons came the closest to representing this in play. That humble booklet had a dizzying four score monsters, only the first third of which would even make for a fair fight against beginning characters. As has been discussed elsewhere, the peculiarities of the Holmes edition imply an entirely different style of play than later versions of the game, where heroes approach the unknown with far more caution than bravado.

The Dungeon Crawl Classics book calls to the reader from the same mythos, and provides potent support for making an encounter with the monstrous truly weird (including custom charts and tables for humanoids and undead, and random generators for dragons and demons). Lately, however, I have been thinking, "why not go one step further?" What if one were to drop humanoids entirely? What would a world look like, if the only enemies were humans, the undead or the truly hideous and solitary things dreamt up by the Random Esoteric Creature Generator. Heroes would no longer be paired up against equal numbers of opponents, as if combat were merely sport, but would be truly afraid at the discovery of a new fiendish, unknown and threatening being. I want to be there at the table when a new player asks, "Why is this forest crossed off on the map?", only to receive the answer, "The eyeball beast is there. We don't go there anymore."

This attitude towards play is nicely reinforced by DCC's experience point system as well. Interestingly, monsters are not given any challenge rating or experience point total. In fact, there is absolutely no way for a novice judge to estimate the danger a monster poses to the party ahead of actually throwing it at the players. Experience reward is only determined retroactively (one, two, or up to four points), according to how much the players struggled with the encounter. While narrow-minded referees may balk at this innovation, it is actually an incredibly elegant system which breaks the bad habit of thinking of monsters as having some intrinsic point value. The result is far less bookkeeping, more accurate rewards and monsters that are free to be, well, monstrous. After all, if all encounters are scaled to player power and monsters are not allowed to run amok and put the party to flight fully half the time, the literary concept of monster sort of loses its purchase and the game descends into boredom. Humanoids are just one branch of this problem, as they tend to be narratively predictable and mechanically equivalent to the player characters. A world without them is a world of the unknown, something that players can truly be afraid of.

Appendix M: Extra Monsters
Ghost — Nine foot tall, bipedal outsider. Seen indistinctly from the corner of the eye, and invisible, immobile and incorporeal if looked at directly. The Ghost appears to not have a side or back, but is always facing its prey. A silicon based entity, coated with long, dark brown quills. Believed to have only two arms, each ending in 13 to 17 claws. Complexion is a shadowy void marked by two sparkling ochre eyes. Special powers: Transfixing gaze (only when seen in from a reflecting surface), perfect silence, regeneration (with consumption of bloody flesh).

Small, young dragon (13 years). HD 5 (10 HP), Spd 40', poison breath (Fort vs 15, save or die, 1/day), AC 16, 2d20+8 (claw/bite). Ventriloquism (cast at 1d20+2), Hypnotic stare (Will vs 15), Clear passage through vegetation, copper-coloured, chaotic. (Randomly generated from the Dungeon Crawl Classics Roleplaying Game.)

Tuesday, April 10, 2012

Going Mapless

I have been thinking about this for a long time, and recently the excellent judge's advice in the Dungeon Crawl Classics Roleplaying Game has inspired me finally to give it a try. Amongst the excellent essays in that manuscript is a treatment on campaign geography, which suggests, in part, to "think locally" in terms of player knowledge. In particular, the section on "The Known World" argues to "make your world mysterious by making it small–very small. What lies past the next valley? None can be sure. When a five-mile journey becomes an adventure, you'll have succeeded in bringing life to your world."

This idea has been consonent with my own thinking for a while now, although I have come at the problem from a different direction. A while back, I was having trouble gearing up for the next campaign. I would sketch out an exciting story, only to fail to see the magic in it the next day. I would draw up a great world map, and find it unremarkable afterwards. I realized that painting with these broad strokes and planning an itinery for the players was actually incredibly constraining, not inspiring, to my thinking. By setting my creativity to paper, and clearly defining it, it had lost that spark of imagination, and therefore my interest. I was experiencing referee burnout before the campaign even began.

Frustrated, I turned to some alternate forms of inspiration for a while and left roleplaying behind. I found myself playing old video games again and Zork, in particular. I had grown up on these (and grown out of them, I had thought), but games like the excellent Treasures of a Slaver's Kingdom pulled me back in for a while. I rediscovered that these old text-based adventures were actually immensely satisfying and inspiring. Confined to individual "rooms," exploring the locales of the Great Underground Empire or the Slaver's Kingdom turned reflectively inward, becoming more detailed, immediate, graspable and relevant to the player. If there was a "greater" world that was, by definition, beyond the player, it was well out of sight.

This changed my view of tabletop roleplaying as well, and I returned to my next campaign with a new attitude towards refereeing. I redrew maps as information webs, horizontal cut-aways, brainstormed flowcharts and in many other previously unrecognizable forms. I avoided top-down maps and left distance scales out entirely. The result was an enormously fun and successful Castle Zagyg campaign.

While DCC does not suggest dropping maps entirely, my thinking lately has been pushing more and more towards this end. Increasingly, I am writing down the scenes for my next campaign in list form, or as quickly-jotted notes randomly arrayed on unlined paper. Sometimes I draw lines between them to connect thoughts, but for the most part I leave this decision making until I am actually running the session. Importantly, I no longer feel compelled to explain any coherent logic in the storyline, as my players do a fantastic job trying to make sense of it with me. It requires a little give and take, and the players may or may not be consciously aware that they are shaping this story with me.

The play is more local, and relevant to the players, but the events of the world around them are not completely under their control. I throw the scenes at them which I had dreamed up earlier, and some stick more than others. Players pursue unexpected avenues (which they are wont to do) and play evolves in a living way. This keeps me interested each week, allows me to update the feel of the game according my current inspirations, and avoids the double pitfalls of storytelling that is too much or too little in the hands of the players. So far, I cannot recommend this approach enough.

Appendix S: Extra Scenes

Fight the minotaur prison warden of the black oubliette!

Chase the thief over the red-tiled rooves of Bloodhaven!

Fight extradimensional analogues in the crystal mirror room!

Scale the barren, sheer mountain face to the ominous stone mouth-door (the doorbell/handle is just a black hand-sized hole in the door...)

Query the three hags of the sump (for every question you ask, they ask another in return, but be warned: any topics you reveal will turn out disastrously later!)

That's no golden idol, it's a golden battle-bot! (any damage you do will descrease its value as treasure!)


What did you come up with?

Tuesday, November 2, 2010

Transoxania

Over on the HackMaster forums, the question of campaign settings came up. For his part, Topher presented a rather convincing argument for using a historical locale as the basis for a fantastic setting. He points out that, not only is much of the work already done for you, but such a backdrop is already both highly detailed and believable.

As he mentions, his most recent game is set in a fantasy Samarkand before the rise of the Timurid Dynasty. This is another great contribution, as I suspect many referees (myself included) often neglect the lesser known ancient world as a source to draw inspiring material from. Areas like Transoxania, Bengal and Scythia have always existed on the borders of great empires, but are also themselves the seats of ancient civilization. Transoxania alone saw the rise and fall of countless nations of antiquity which flourished brightly once but eventually disappeared under the sands of time (one thinks of the Sogdiana, Samanid, Kharezmid and Timurid dynasties, to name but a few).



What is perhaps most interesting about these regions is that, not only are they cradles of humanity, but also crossroads and borderlands for very different civilizations and empires. Transoxania accomodated Persian, Chinese, Arab, Greek and Mongol cultures, as well as Buddhist, Zoroastrian, Christian and Muslim faiths. This sort of setting, with its countless variables and a complete lack of the stability found in the neighboring empires, is rife with story potential.

In the future, I'd like to revisit Transoxania in particular, as per Topher's suggestion, as a potential campaign locale. If the readership has similar experience, I would be happy to see this engender a further conversation.

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