Showing posts with label Campaign Concepts. Show all posts
Showing posts with label Campaign Concepts. Show all posts

Monday, June 16, 2025

Real Life Plot Hooks #1

 


Well I'm sure nothing bad could come from this. Mysterious radio waves coming from under the ice in Antarctica you say? I'm sure it's fine ... noting to see there ... move along!

This feels like an excellent plot hook for any modern era game, any superhero game, a pulp game ... I mean that's going to get some attention in any era. One of Scion's Trinity RPGs would probably handle this well, as would various Savage Worlds books. 

Alternatively it might be an alternate start to a Robotech campaign. "That ship's been frozen down there for a million years. I'm sure whoever it belonged to is long dead." - says the remarkably confident researcher investigating the source of the signal.

Supers campaign: Newly unfrozen alien dusts the remaining ice from his shoulders and says "hey thanks for getting me out of there. Those fourth-planet bastards must have hit us with a fast-acting polar inverter - froze us before we could stop it. How long were we out? And who are you all anyway?"

"What? Oh, we're from the fifth planet ... why do you ask?" 

So many possibilities.

The Mountains of Madness are calling ...











Thursday, August 1, 2024

Scheduling for the New Campaign and a look back at my Agile-Style Gaming Posts

 

Schedule Magic!

A few years ago I was working through some schedule angst and came up with an idea that managed to cover just about all of the bases I needed. I brought it up again a year later and talked about how it had gone and in general it worked pretty well and looking back years later I can confirm that it really did. It's not a solution for everyone - I doubt most people are going to have the combination of things I did at the time but hey, if someone does and those posts help them figure out something that works for them then great! I'd love to hear about it. If you have people at home that play and friends that come over and everyone is on conflicting schedules it's worth considering a matrixed approach to keep the wheels turning.

I haven't said much about this style in the past few years because it kind of faded out as life changed. It's been 6-7 years since that was the problem I was trying to solve and as things have changed and kids have grown up and moved out and moved on I don't quite have the schedule chaos I was facing back then. I moved to a new place, set up a new game room, added some new players to the mix, and tweaked up the rest of life as well.

For about two years now RPG time has settled into a far more predictable routine. We meet once a week  on Saturday nights and after some experimentation with rotating through multiple games we've settled into that most basic of scenarios: we have one main game. Sometimes we have had a backup game for when part of the group missed but for this run I am looking at dropping even that. Whoever shows up can take whatever characters they want in whatever direction they want. This should especially help with the last-minute cancellations which are not a regular thing here but can really cause chaos when they occur. This means I have to enforce a little more structure than I normally do - i.e. they must get out of the dungeon if they are in one -  but it pays off in having the session-to-session flexibility. I think this will pay dividends in improved focus and immersion in the campaign so I think it's worth a try. 

I have a little more preparation to do in having things ready to go at different levels and for varying numbers of players but a) I have more time to do that with only one game in play and b) it's D&D so there is no lack of material to co-opt for my game. I don't think it will be a problem.

I do occasionally cancel for vacations or family stuff and that means no game that week but I try to keep that infrequent. Consistency and predictability go a long way towards keeping the game going and on people's schedules so I'm willing to set things up to get us there.

So yes, all of that complicated calculating has now boiled down to one game we play once a week, every week, on a set night. The Agile Approach is what I needed for a few years but time marches on and things are simpler now.  Change is inevitable and life is funny but it works for all of my friends and for me so this is a good place to be.

Saturday, June 29, 2024

Campaign Decisions - The Next Game is ...

 


So, after poring through multiple older school and newer school rulebooks - the ones I mentioned here, mostly - I ended up deciding to run this campaign using Tales of the Valiant. I think this is the best mix of the new and the familiar for my crew - just enough new to make it interesting without having to learn an entirely new system. Most of those other systems I checked - like 13th Age, Level Up, PF2E - are all candidates for something down the road but this is the plan for now. ToV is probably 75% 5th Edition so it's easy enough to fall back to those rules if I encounter a gap and feel the need but I don't really see that being a problem.

On the setting side I decided on ye olde Temple of Elemental Evil, set in Greyhawk, pretty much following the original setup. I'll be using the Goodman Games 5E adaptation as the main document but I will play around with using the ToV Monsters where they are relevant. 


My players are excited and already looking at character options  even though the start for the campaign is a month away. I've warned them that even though it's a 5E version the caretakers at GG did not go through and rebalance the encounters - if there were 12 Ogres in a room on the second dungeon level in the original then they are still there now - just with updated stats. We played through Goodman's B2 and X1 a few years ago so they know it will be different than a modern WOTC adventure. This should balance out to some degree as I have 8 players and even if they don't all show for every session odds are I will have at least 6 most of the time. 

I am excited too - I haven't run Greyhawk in quite a while and I last ran the Temple in 4th edition - hard to believe that was 13 years ago - and I am looking forward to re-introducing the world and the adventure both. Greyhawk was the setting for a lot of my 3rd edition games - including a lot of time spent with Return to the Temple of Elemental Evil - and at least 3 of my current players were around for those days. 

So there's the new thing for us. I'll be posting more about here as I prepare and as we get going.

Wednesday, June 12, 2024

Figuring Out the Next game - the Not-Fantasy Options

 


Despite it's length yesterday's post did not cover all of the possible games I might run. Indecision is a harsh mistress. The other leading contenders:

  • TORG Eternity - I finally picked this one up and I see a lot of potential. I'll post some kind of review soon but I think my crew could have fun with it. Doing a tryout in July before a big run afterwards makes a lot of sense with a new and different system - it uses even more cards now - so it does fit into the available windows. I need to read more of the supporting material and figure out what kind of campaign I want to run but something in the Nile Empire has always been attractive and some kind of Land of the Lost weirdness in North America looks pretty good too.
  • Savage Worlds Rifts - this one is always on the list but I think we're still letting Savage Worlds settle a bit before we dive back into it. Ideas are not a problem it's just committing to what I know will be a long campaign that brings a bit of reluctance. I know my players want to play it but they've also said let's wait a bit on another Savage Worlds game. And no, I'm not dusting off original flavor Rifts. 
  • Wrath & Glory the 40K RPG - There is potential but it is a very specific universe and needs a certain mindset to enjoy and I'm not sure my players really want to dive into that. With the new Xenos book in my hands the possibilities are certainly bubbling and I think I would lean towards "Inquisitor's Helpers" as far as structure and just use the published setting of the Gilead system to send them all over it on some kind of Rod of Seven parts type quest to give them a reason to explore and encounter different factions and locations. I have some vague ideas on an RPG campaign set on Armageddon in the aftermath of the first ork invasion but I'd like to get to know the system first.

  • Shadowrun - I want to run this for these guys one day but I'm not sure I'm feeling it right now. I spent some time reading through SR4th edition and that is one dense book. I still love the setting and usually like the rules but I would need to make sure my guys are interested as much as I am in working through all that. My comfort zone would be to start back with 2nd or 3rd edition - and probably in 2050 - but that's something I don't need to decide when it's a "maybe". I'd still start it as a pretty typical shadowrunning campaign set in Seattle to get the proper atmosphere established since most of them have never played it but there would be plenty of room to go off track after that. 

  • Post-Apocalyptic - There are some games here that I want to run someday but I'm not sure I want to run them now. The most recent Twilight 2000, some version of Gamma World, Crawling Under a Broken Moon's Umerican Survival Guide, Hell on Earth, Mutant Crawl Classics ... I know all of these would be fun but I'm thinking of them as more short term games rather than the big one and I'm probably not going to run them right now.
  • The "Without Number" games - I  have all 3 and even though they all cover a different genre they all have a similar approach to those genres as a wide-open sandbox kind of game. I've been sitting on some of them for a long time and this might be a good opportunity to run them. 

So ... yeah ... I have some homework to do and decisions to make. I'll narrow it down to some tryout candidates for July and then settle on something for the rest of the summer & fall. I will do my thinking out loud here though. 

 

Tuesday, June 11, 2024

Figuring Out the Next Game - Fantasy Options

 


So I have two problems to solve: 

  • What do I run for my reduced group of four in July while the Con Crew is busy?
  • What do I run for the full group as the new Main Game after July?
  • Is the bigger game a "next few months" kind of thing or an "into next year" kind of thing?
July might be a good time to test out a new system or refresh on an old one, especially if it's a candidate for the bigger game. The main issue there is that with only 4 players available it's fragile - one person cancelling means it starts getting tricky to run things in most systems. Not impossible but tricky. I pretty much consider 3 the minimum to run outside of some very specific games - usually superheroes of some sort. July might just turn into a month of board and card game nights if it leans this way. With July having holiday and vacation options built in attendance just may not be terribly reliable.

Beyond all that though I'm thinking it's time for some fantasy RPG options. Outside of one special D&D session in 2022 and a session of WFRP last year I haven't run or played anything fantasy since at least mid 2021 and that's a long break for our group. 



Considering the fantasy options I need to figure out system and setting. One easy option would be 5th Edition D&D. The top of the options list for 5E is this:
  • The Temple of Elemental Evil - I have the Goodman Games double hardback edition (brief run through here) and I think it's a great adventure and a great way to jump back into Greyhawk which has been another itch of mine lately. Plus it might eventually lead into the G-Series and then the D-Series and eventually Q1 - a classic run of adventure modules that would certainly put a capstone on 5th edition for us.

  • Dungeons of Drakkenheim - I need to do a writeup of this one here at some point but the short version is that it's a D&D-ification of the Mordheim game by Games Workshop from about 20 years ago. We have a fantasy city hit by a comet which is a pretty big disaster on its own but this comet also happens to be made of warpstone which is sort of solidified chaos and thus both very dangerous and very useful in casting and crafting magic. This draws all sorts to the smashed ruins of the city and exploring it for warpstone to become rich and powerful becomes the hot new thing.

    This was a great concept for a skirmishing miniatures campaign game - it was effectively a fantasy version of Necromunda if you know that one - and allowed for all kinds of weird factions and monsters and things. It should only work better for a D&D campaign and the thing seems to be fairly well-regarded online. I'm still working my way through it but I am very interested in seeing where it could go. There are some mechanics to the fog poisoning the ruins that mean the party cannot sleep "in the dungeon" and has to get out of the dangerous stuff which is very conducive to varying party configurations. There is a lot of potential here

  • Published 5E Campaigns: I have most of them and have run very few of them. High on the list here would be finishing Storm King's Thunder, the Undermountain one, maybe Tomb of Annihilation (dinosaurs, ya know?). Baldur's Gate Goes to Hell might be fun but looks like it needs a lot of work. I also have the 3rd party Odyssey of the Dragonlords where we got about a third of the way through and there might be some interest in finishing that. Honestly the first two items in this list (above) interest me more but I might need to look a few of these over again to be sure. 

  • As a kind of wild card here I've been struck lately by an interest in running the old Age of Worms campaign from Dungeon Magazine most of 20 years ago. It ends up traveling all across Greyhawk visting some iconic locations with some interesting opponents and an unusual major villain behind it all. It was written for 3.5 but I could fairly easily convert it to 5th and I know none of them have come anywhere close to it before. This one has a ton of potential too.


The biggest obstacle with 5th is that a lot of my players are tired of and bored with 5E D&D. They've played a bunch of it between me and other venues in the earlier years of the game and 5th alone is not going to get anyone too excited. There are other options though.

Besides 5th edition pure there are some variants. Kobold Press' Tales of the Valiant is out now and I did the Kickstarter so I have those rules. I also decided to look over ENP's Level Up Advanced 5th edition. More to come on those. There is also a Drakkenheim supplement that adds a lot of adventure-related character options that might liven up 5th for my players as well. I need to look some over and maybe try them out in July to make this work.

Beyond current D&D there are more options and this comes back to figuring out what kind of campaign I want to run and then figuring out which system I want to run.

Pathfinder 2nd Edition is one I'd like to spend more time with and it just got re-revised so why not? The goal a few years back was to run it set in Ptolus for a big fantasy city campaign (a non-comet-smacked city this time) and that's still a decent idea. I think that Age of Worms could be easily converted to this as well. I'm not terribly concerned with running PF2 published adventures with it but more using it to do my own thing.



I also might finally run some 13th Age both to try something different and as a warm up for the second edition and a possible campaign there. This would probably also be my own thing rather than published stuff.

There are some fantasy options for Savage Worlds as well but I don't think we are quite ready to jump back into that one just yet. 

There is of course a ton of OSR material out there and while it's fun for short runs I'm not sure I want to sign on for 6 months to a year of Labyrinth Lord or OSE or Dragonslayer etc. We could go megadungeon here but I think I'm more interested in one of the other options for now. 


As you can see I still have a lot of thinking to do but this is the start. More to come!

Wednesday, June 5, 2024

The Promise of the Long Term Mechwarrior Campaign

 


So why did I choose to run a Mechwarrior campaign? Regardless of rules, the setting has a ton of potential. Let me focus in on 3 things that put it over the top for me:

1) The particulars of the setting:    

    • It's science fiction but there are no aliens and no psionics. This does limit things somewhat in comparison to say, Star Trek or Warhammer 40,00 but it is nice sometimes to dive into a straight-up-human-centric universe with no supernatural weirdness.
      (Was this a reaction to running Deadlands for the last few years? Why no, certainly not!)
    • It is set in the future of the real world. Granted it's 1000 years in the future and there are things like FTL travel and giant robots with directed energy weapons but there are recognizable cultures and languages still present. It's usually easier to explain House Kurita as being heavily influenced by Japanese culture than say to explain Klingon culture if someone is unfamiliar with Trek. Earth is still a place you could go and English is still a language people speak - among many others.
    • The aforementioned giant robots! This is the major part of Battletech's appeal, right? Tons of designs, tons of art, the ability to modify them or just make up your own with a heavily battle-tested set of rules - this is the main draw!
2) The support: There is almost 40 years of material tied to this setting from boardgames to RPG's to videogames to novels to comic books to at least one mediocre animated series. If you want to do your own thing you certainly can but if you want to dig into the place and see where you could hang your ideas on to the setting there is  likely to be a time period or planet or faction that works for what you have in mind. From toppling interplanetary governments to locating where that one particular battlemech model was produced before the early Succession Wars blew up the factory to fighting in mech-based gladiatorial arenas there are a ton of campaign options out there. Finally, if you want to run a war story from infantry to tanks to mechs to aircraft to space battles there may be more supporting material here than for any other RPG.

3) The timeline: This is a very strong point to me. There is a bunch of history sketched out for a GM but the most interesting part is where the game started: a post-apocalyptic era of damaged and limited mechs that are nowhere near what they once were ... mostly operated by noble families where much technology has been lost and resources are scarce. Then we begin a slow climb upward where technology is slowly rediscovered, factories reopen, and life gets better - just in time for the leaders to start a major war. technology continues to progress as planets change hands and mechs come into play and then just as things settle down the Inner Sphere gets hit with the clan invasion which upsets the whole apple cart and then some odd stuff with ComStar getting too big for their britches. 



This roughly 50 year stretch gives us a big, global backdrop to run whatever kind of game we want with some major events to hang things on and it's pretty easy to see the campaign as being about much more than one group of PC's. As the back of the 20-Year-Update said "don't think of your character as being 20 years older  - think of his son as being ready for battle". This sets up an interesting potential mix of ongoing war story across several generations. You don't have to use any of it if you don't want to but it's all there if you do. Once you pick a  starting point your mission is to let you players mess up the timeline as much as they want to! Sure, if you want to the Clan Invasion still happens - or maybe it doesn't! maybe there is a different Davion on the throne when it does ... or a different Steiner!  Maybe your players lead an expedition Beyond the Sphere and run into the Clans first!

The cool thing is that you have a timeline laid out to follow or ignore as you choose and if your players have some familiarity with the setting it only gets better as they recognize things and then eventually figure out you've left "canon" behind and it's a whole new world out there.

This was part of my vision when I started this operation: Play a group from 3025 on up through the next succession war and eventually into the Clan Invasion and beyond, likely through at least two generations of PC's and possibly a 3rd.

There's the big upside of a Mechwarrior campaign. 

Tomorrow the not-so-up parts ...


Monday, April 20, 2020

RPG Ripoff - Onderon




One of the things I've been doing during this quarantine extra-downtime thing is going back through some books and movies and comic books that I haven't touched in a long time. last week it was "Tales of the Jedi" - the first one. Reading through it pushed the "that's a cool idea" button pretty hard so I thought I would share it in this post.

The Premise: 
Onderon is a world in the Star Wars universe. It was once a peaceful, idyllic planet populated by simple tribesman. It's moon, however, was basically a 40K deathworld full of savage monsters. At a certain time of year, the atmospheres of these two would touch, and some creatures from the moon (mainly flyers in the book) managed to navigate from the moon to the planet. This went about how you would expect.

The tribesmen were unprepared and had to learn to fight giant flying predators, developing skills and technology - like hunting with bows - just to survive. Over time they were slowly driven together to the point they ended up in one great city where they walled up, built other defenses, and held their own. So you have one huge heavily defended city full of humans, and the rest of the planet is a monster-infested forest-jungle waiting to eat anyone who steps outside.

As they became more civilized there were inevitably people who just could not get along. Criminals were exiled out of the city and early on this was pretty much a death sentence. Some survived though and as the smartest and toughest of a rough bunch they eventually started to build their own society. One of the interesting developments is that they started capturing and taming some of those monsters. So now we have the big defended civilized city while outside the walls we still have a bunch of monsters but we also have the "beast-riders" of Onderon - barbaric types who survive at a lower level of technology with the help of their tamed beasts ... and yes, a lot of them hate the city and its people.


Ripping it off for an RPG campaign:
So ... I'm sure a lot of you who have run games can see the potential here, and it doesn't have to be Star Wars or any kind of Science Fiction game at all! This works just fine as a the setup for a fantasy campaign. The city could be a center of arcane/academic type magic while the beast riders are more of a center of nature/innate magic. The obvious conflict is between the city and the exiles but there could easily be inter-tribal conflicts ... and what if some of those "monsters" are intelligent too?

I can't help but think the writers were familiar with the Dragonriders of Pern books - with nasty stuff dropping out of the sky when the moon gets too close - so we could borrow a premise from those two and say the wider planet used to be inhabited by a more advanced society, maybe some fantasy kingdoms and empires, so there are interesting things to be discovered out in the wilderness.

To start the action we could steal a premise from Fallout and say some vital, ancient device in the city is failing and someone has to venture outside to find a replacement.

Let's mix them up and say that a person is responsible for energizing the lightning field that protects the city when it's attacked and they are dying or dead and someone has to journey to the ancient temple outside the city to become the new wielder of the lightning. 

To me, finding a good reason to leave the city is the key to starting the campaign. We have an interesting situation, but we need a reason for the characters to move around. A lot of this depends on your players:

  • Explorer-types will want to poke around anyway. You tell them 99% of the planet is unknown and they will self-motivate and start packing backpacks.
  • Power-seekers are easy - legends of ancient power lying out in the jungle ruins - artifacts, oracles, ancient masters of the force/magic/kung-fu - this also fairly easy to set up. 
  • Story-folks want to know they're part of a story or making a difference. In the comic books the daughter of the queen of the city has been kidnapped by a tribe of beast riders and rumor has it that she will be forced to marry the son of that tribes chief. Now it does get more complicated than that but this is the main driver for the Jedi in that first story to head out and look for trouble rather than just defending the city from those evil raiders. Rescue the princess is not a new story but it's a classic hook and one most players should be able to see and enjoy. 

Other hooks:

  • Ripoff Gladiator and a thousand other stories: Old king is good, the PC's are his friends, he dies, bad king takes over, and the PC's have to flee or are exiled and have to work with what's "outside" to come back, oust the bad king, and set things right again. This sounds like a great setup for a Savage Worlds style plot-point campaign.
  • Flip the basic concept around and have the PCs start as tribesmen from outside the city. They get to play around with the jungle and monsters and other tribes right from the get-go with the city as this mysterious "other" place and group. Maybe they're good, maybe they're bad - let it develop in play. An easy way to start this one off is with the "ritual of adulthood" where the characters have to go to a sacred place and do something and return alive to become full members of the tribe. 
  • Take it full post-apocalyptic and make it a tech city that survived the great war while the rest of the world is ruined mutant-filled monstrous wilderness. Many of the same reasons for leaving the city apply here too .. and what if in their explorations the PC's discover that theirs is not the only city to survive ... and what if those other survivors are far more dangerous than the mutant tribes everyone was worried about back home? 
You knew this was coming, right?

Long term ... well if you stay more with the original concept that the monsters originally came /are still coming from the moon ... well, someone has to go there at some point right? Once you've explored everything/built an empire/united the tribes/saved the city/rescued all the princesses/hit 20th level ... I mean, that's where you go, right?! The situation implies some kind of manipulation to have a moon passing that close to a planet yet somehow remaining stable and separate ... there's clearly some kind of technology or magic or deity at work - and PC's can't just leave that kind of thing alone. So there's the capstone to your campaign - To The MOON! 


Anyway I can see a ton of ways to use this concept in an RPG. There's incentive for traditional D&D type loot-questing, there's plenty of room for empire-building, and there is opportunity for role-playing everything from personal relationships to political maneuverings and Star Trek-style diplomacy between rival groups.  

Let me know what you think. 

Thursday, December 27, 2018

Greatest Hits #27 - Spirit of '77 Adventure Seeds

I almost ran one of these over Thanksgiving but we decided to go another way - regardless, I still like these ideas ...




I was doodling a bit the other day and started coming up with one-liners I thought would make a good title for an adventure for Spirit of '77. These are in no particular order and may of them are clearly mixing some familiar things:

  • Land of the Lost Saucer
  • Space: 1977
  • The Outlaw Mary Tyler Moore
  • Interstate '77
  • Cloned to Run
  • Schoolhouse Rockets
  • The Poseidon Inferno
  • Any Which Way You Can Lose
  • Capricorn Dos
  • How the West was Run
  • The Galileo '77
  • The Shiner Syndrome
  • Kotter vs. Kotter
  • May the Magnum Force Be With You
  • The Computer Wore Racing Slicks
Now those alone might be enough to start your wheels turning, but here's what I came up with for them as I thought through it a little more. I may have individual entries on them down the road when the final rules come out.


  • "The Computer Wore Racing Slicks" - The world's first intelligent car is being tested - then it takes off! The PC's are hired to secretly (SECRETLY!) bring it back "alive". The car appears to have an agenda of its own and there may be more going on than simple advanced electronics. There are also other parties interested in acquiring the vehicle for themselves, some far less scrupulous than the party.
  • "Land of the Lost Saucer" - An old friend of one of the PC's, a crazy scientist, has been working on a wrecked alien spacecraft and its robotic crew. When terrorists interrupt his first attempt to power up the craft, the crew takes a journey to ... somewhere else. Somewhere with dinosaurs, furry humanoids, scaly humanoids, and strange crystal-filled pylons.
  • "Space: 1977" -  Organized crime has taken a crew of NASA astronauts hostage. They are the only ones trained to fly a new experimental spacecraft and with the launch only days away the agency needs them back, pronto! One of them may have escaped - and is now hiding on the tour bus of a famous rock band.
  • "The Galileo '77" - a massive, high-tech airship named "Galileo" is taking its maiden voyage from LA to Honolulu and the PC's are invited. While on board they get to know the other members of the inaugural passenger list and everything seems fine until a storm and a series of equipment failures force the airship down onto a strange island filled with strange, savage inhabitants. Can the PC's keep the peace? Can they get everyone working together to repair the craft? Can they protect everyone from the savage inhabitants?
  • "The Outlaw Mary Tyler Moore" - An old reporter friend of the PC's shows up on the FBI's ten most wanted list. Has this once happy big city girl gone rogue and fallen in with kidnappers? Is it case of stockholm syndrome? Or is there more to this than meets the eye? 
  • "Interstate '77" - in a nod to the wonderful 90's PC game Interstate 76 the team crosses paths with Groove Champion and Taurus for some automotive mayhem out west.
  • "Cloned to Run" - a new criminal gang is causing trouble back east and when the PC's intervene and get a chance to remove some perpetrators' helmets it turns out they are identical! A science experiment gone wrong falls into the hands of organized crime and it's up to our heroes to clean up the mess.
  • "Schoolhouse Rockets" - A high school auto shop class in the inner city has become affiliated with a powerful local gang. When the PC's intervene to save a kid brother, the gangs don't take it well. Lessons are learned and extreme property damage is inflicted. An ABC Afterschool special produced by Michael Bay.
  • The Poseidonworld Inferno - The PCs are on vacation at a massive underwater resort which suffers a few problems when a nearby underwater volcano erupts. Also, why is the robotic waiter looking at us that way?
  • "Every Which Way You Can Lose" - Clyde the Yeti has escaped and taken up with a trucker and part-time brawler out west. Add in a animal activists, corporate repo men, vengeful motorcycle gang, a legend ready to retire, and some rival girlfriends and things get complicated quick. (PC hooks include contact by the biologist or being old friends of the trucker) Lots of room for a sequel too.
  • "Capricorn Dos" - A fringe reporter friend of the PC's has photographic evidence that an astronaut who supposedly dies in an accident years ago is actually alive and living in Mexico. He wants the PCs to head south of the border and find out what's going on.
  • "The Shiner Syndrome" - In the wake of widespread reports about the appalling conditions of the big corporate breweries the best little brewery in Texas is trying to expand -  but the Big Beer Companies are trying to buy them out (to water them down like any other corporate beer) and the PC's are called in to help out and deliver a special shipment to a potential benefactor across the country.
  • Kotter vs. Kotter (double sequel) - A high school teacher meets himself walking into class one morning. A science prodigy with a thing for the teacher's wife accidentally clones the teacher instead. Ties back to "Schoolhouse Rockets" and "Cloned to Run"
  • "May the Magnum Force Be With You" - San Francisco's greatest inspector runs thinks he's investigating a series of grisly killings but this time the perps are Not From Around Here and this time the .44 Magnum, the most powerful handgun in the world, may not be enough.
  • How the West was Run - A greatest hits adventure as all of the notable NPC's from all of the other adventures - and some new ones - come together for a "friendly" race across the country. A big "season finale" adventure that's going to take multiple sessions to complete. It should also lay the groundwork for some future encounters too. Featuring:
    • The Car from Computer Wore Racing Slicks 
    • The Mad Scientist from Land of the Lost Saucer who shows up in an unusual prototype
    • Groove Champion and Taurus
    • The High School crew from "Schoolhouse Rockets" has an entry - possibly the cloned teacher from K vs, K
    • The main NPC from EWWYCL (and Clyde?). The motorcycle gang will probably show up somewhere along the way too. 
    • Reformed bad guy from Shiner Syndrome shows up as another driver
    • Outlaw Mary could be an entry
    • A famous Russian race driver
    • A British secret service agent

Wednesday, December 26, 2018

Greatest Hits #26 - Sandboxing 4th Edition

One of my favorite posts about 4th Edition D&D - so many people were convinced that it could not do certain things that they never tried ...



Early on I wasn't sure how this would work - thought there was certainly no lack of insistence online that it could not work - but after spending a couple of years with the system I don't see it as being any more difficult than earlier versions. Let's look at some of the published material:


The best out-of-one-book option is Neverwinter. I've come around some on this setting from my original take on it. No, there isn't a traditional set of encounters or an adventure in it, but what is there is a pretty solid sandbox. There is a ruined city and the surrounding wilderness, mapped out in some detail though not exhaustively so. There is mechanical support through the themes that tie a character to the local situation. There are factions within and without to give the PC's hooks to look for, sides to take, allies and enemies to deal with. Each one has goals, a history, a list of creatures associated with the faction, a leader with a name and a personality, and typically some monster stats or stats for the leader as well. The whole thing is built for levels 1-10 and there's more going on there then one party could finish before leveling out of that range. Given that and it's small geographic area I think it's perfect for running multiple groups and multiple characters per player in an old-school style campaign.


The most complete published sandbox is the Nentir Vale. First presented in the 4E DMG, that material covered an overview of the vale and its history along with the fairly well detailed town of Fallcrest and a small starter dungeon. Over the next couple of years we saw more detail on specific locations like Shadowfell Keep, Thunderspire mountain, the active dwarven city of Hammerfast, and the ruined Tiefling city of Vor Rukoth which were all published as module-type products. Then we finally got the Nentir Vale Monster Vault which is full of things like a unique red dragon that lives in one of the mountain ranges, a spirit that haunts a certain area in the vale, and monster stats for specific tribes of orcs and barbarians along with notes on where they live and what they are up to. Put it all together and it's a very solid set of resources for a region roughly 200 miles long and 100 miles wide. Players can wander through the vale looking for rumors, contacts, patrons or just plain trouble. Have your players roll up a party, drop them in Fallcrest at level 1 and let them decide what to do next.


If these are too conventional then there is always the Gloomwrought boxed set which pretty much presents a city in the plane of shadow as a sandbox with factions and creatures similar to he Neverwinter presentation but with the weird meter cranked up several notches. I don't own this one so I can't go into as much detail (and it doesn't really push my buttons as a DM) but I think it might serve a somewhat higher level range than the first two - certainly at least 10-15 should work. The shades of gray to just flat-out evil party will probably be more at home here or at least will see less interference from do-gooders. There is also plenty of material on the plane of Shadow in the Heroes of Shadow book and the Manual of the Planes, plus there was a Free RPG Day thing covering another nearby domain. So if you want to go dark, there is a sandbox option for you.


A less-developed option (though there are plenty of resources from other editions out there) would be Sigil from the DMG2. It takes up 26 pages of content in that book including a map, stats for some typical street encounters, and a short starter adventure. It's not a block-by-block description but it's a good overview and certainly enough to start up a DM's imagination. Plus making the City of Doors the hub of your campaign lets the players go just about anywhere they want - demanding on the DM to be sure but it also means the players should never be able to say they're bored with the campaign or tired of the same old scenery.


Another slightly less developed option is the Gray Vale in the Forgotten Realms Campaign Guide. There's the town of Loudwater, notes on the history and geography of the surrounding area, a starter dungeon and some smaller encounter areas, and some of these other areas are developed in Dungeon magazine. It's mainly lower Heroic Tier but given the are of the Realms that it's in that can certainly be amped up without much trouble.

The main thing all of these published areas share is no metaplot. There is no overarching story driving things forward. There is a base area, various factions going about their agendas, old legends about people or places or things, and lairs and dungeons and wilderness to be explored. That's exactly the kind of thing you need to run a sandbox regardless of edition. Keep something like Dungeon Delve handy in case the players head off in a direction you were not expecting, or a PDF collection of dungeon and access to a searchable index and you should be good to go. DDI and a printer or the ability to rapidly cut and paste monster statblocks into one document could really help with on the fly encounter generation as well.



How would I run it given 4E's heavy emphasis on balance and XP budgets and set piece encounters? Originally I was thinking that zoning a region for different levels, like an MMORPG, would be a good approach but I don't think you need to do that. Rather than geographic level distribution I would look at faction-based level distribution. For example, we know the Bloodspear Orcs have member creatures that cover certain levels, maybe from 4th to 8th. Say we also know they live in the Cairngorn Peaks. I would work up three patrol-type encounters that include what I think their typical patrols would consist of and start with those. Maybe one is a light recon patrol of speedy skirmisher types, another might be warg-riders, and another might be a heavier one with a shaman and a couple of ogres and orc berserkers. The main idea here is that I don't let a set "regional level" drive my choices - instead, my choices determine what level it ends up at. If I end up with a heavy orc patrol that turns out to be level 9 when I add up the XP's well that's the way it is - hope the party is up for it or that the players are smart enough to run if not. If I'm doing random chance for wandering encounters then in the Cairngorns I would pick one of these when the time came. If I do a full-blown random encounter chart then  I would make sure the known home territory of the Bloodspears had a pretty good chance or orcs for random encounters.


Now some might say "but what if they level past the region?" - let them! You don't have a metaplot, remember? You could decide up front and say I will run this area at Heroic for one calendar year as-is. Maybe players will try multiple characters. After a year you can change things up - maybe the drow burrow up from below, maybe someone opens a gate to the Abyss, maybe the Gityanki start showing up en masse for some reason. Conversely you could have the entire area annexed by some kingdom and become too peaceful for adventuring and it's time to move on to a new area - maybe Sigil. Whatever it is you can have something drastic happen to your sandbox either upping the threat level into Paragon or wrapping it up and changing to a different campaign - or, enforce character retirement. When a PC hits 11th level they get one last adventure and then have to retire to something respectable like high priest or local baron or they take a trip to Gloomwrought or something. You could also move things downward and have more powerful heroes recruited to stop an underground threat like the drow and work up a whole Underdark sandbox in the same region and have a war going on deep beneath the surface with duergar and deep gnomes and drow and all of that lore. Not every group is going to want to go there, but it could be a cool option if you intend to have both tiers in play at the same time.

Anyway I mainly wrote this up to show that not only is sandbox play possible, but based on the amount of material published for it I would say it's even been encouraged by WOTC. The ease of up and down leveling monsters in 4E makes adjustment quite a bit simpler than in previous editions and if you're willing to run wit ha computer at the table tools like DDI and the numerous PDF products out there make seat-of-the-pants Dm-ing even easier. I do not typically run with a computer at the table because my players tend to stay focused on a particular goal or rumor or mission rather than meandering about like so many of us did in the old days, but it doesn't mean that I couldn't  - it's mainly because I haven't needed to do that. Maybe next campaign.

Monday, December 24, 2018

Greatest Hits #24 - Starting Concepts for a Rifts Campaign

Early thinking for my own campaign ...



With Savage Worlds Rifts a real thing now I thought I would share the three ways I have started and run a Rifts campaign. It's a post-apocalyptic game, but one where there is some organized technological /magical society and industry (unlike Twilight 2000 and most Gamma World campaigns) and most of the world has been covered at some point so I know it can be tricky trying to decide how to start a game in a way that makes sense.


Option 1: The North America opening - This is how my last campaign started. The idea is to limit the character types and the setting to the core rulebook and let things expand from there. The starting line from my email to the group that last time: Welcome to Horseshoe Bend, Arkansas, 2400 A.D. No flying cars, and not much indoor plumbing either.  It was a backwater town with some local problems where the PC's were drawn in and things gradually expanded from there. It's a classic "bullseye" type campaign where you have a fairly high level of detail for the town, some detail on the surrounding area (say a day or two of travel for normal folks), and a general idea of what's outside of that. The main premise here is that it's easier to add things to the game than it is to take things away from the game. It's easier on the GM and it's easier on the players too. Plus it makes no assumptions about where the campaign is going - it's just a starting point and once the party finds their feet it could go anywhere. Maybe they end up headed for Tolkeen. Maybe they become heavily invested in the town and the local NPCs and become local champions and defenders. Maybe they take it over and rule. It's wide open once things get rolling and it's largely player-driven at that point.


Specifics: I liked Arkansas as it was near parts of the Coalition, Texas (and so vampires), the Federation of Magic, and it's not all that far from Florida and Dinosaur Swamp. I prefer an area that's not in the middle of some heavily detailed region or plotline but is close enough that the party could dive into those if they wanted to. Parts of Texas, Iowa, and Pennsylvania would work well here too.



Option 2: The Epic Quest - I used this for my longest-running campaign. The concept goes back to everything from  Jason and the Argonauts to Sinbad to Lord of the Rings. Heroes from all over gather when a call goes out to join an expedition into mysterious territory.  In my case a wealthy patron wanted to travel across half of North America from Arkansas to the ruins of Detroit to retrieve some legendary artifacts. You can read more about it here.  The thing to keep in mind is that just because the Rifts allow instant travel to other places you don't always know where they go or how long they will last. People are still going to travel the hard way and the epic quest is based on doing just that.

This opens things up for the players to bring in almost any character type as a "wandering adventurer" with any motivation from a worthy goal to revenge to a simple payday. It keeps the GM sane though as you're not required to explain why all of these disparate characters are working together - it's built into the concept and it's up to the players to explain why they are joining up! So if you end up with a juicer from Texas, a Triax full conversion borg, a Japanese cyber-samurai, and a Venezuelan anti-monster, that's perfectly fine. Maybe they traveled by ship, maybe they came through a Rift, maybe they want to get home, or maybe they don't remember how they got here - it all works! It gives all of you time to discover the backstory of each character if you want to without having to know everything up front.


For the GM it puts the "why" on the players and let's you focus on developing the "where". You have a major quest goal that is the long term focus of the campaign but while everyone is traveling there you can have impromptu side adventures. It also puts a definite end point to the campaign when the quest is achieved. After that you can reset the campaign with a new situation and some or all new characters as desired. If you think of your game as having "seasons" like a TV show then this would be a great way to start and finish a coherent storyline or season. It's also a good way to explore another area of the world if you have veteran Rifts players. Maybe North America is something you've all played before and you want to go somewhere different - the quest for the heart of Africa (meet the Egyptian gods? Take on the Four Horsemen?) is a definite change up. The team could outfit in NA in relative peace, then board a ship (or a fleet) which would utilize Rifts Undersea/Coalition Navy for some adventures along the way/ once they land in Africa there's a whole support book plus material online and something besides Coalition Troopers to bash.

Specifics:

  • "Expedition to Africa" as described above
  • "To the End of the World" - NA expedition to Antarctica via South America. Could take a ship down the coast, could take a giant robot over land - either one could be interesting.
  • "Transcontinental Transport" - it doesn't always have to be a one-way  traveling quest. What if someone gets an idea to rebuild a transport network across the continent? Part of the campaign would be talking to locals and working out deals along the way to extend the line, and part of it would be defending what you've already built. This could be a crazy back and forth campaign and could easily accommodate multiple groups of players and characters if you're fortunate enough to have multiple groups. It gives them a chance to change the landscape of the world in a notable way and gives them plenty of diplomacy and combat as well. Keep in mind it doesn't have to go east-west either - maybe Northern Gun wants to ship products to Mexico - or Chile!
  • "Moonshot!" - Mutants in Orbit gave us details about what's going on up on Luna. It's kind of a wasted book if no one goes there, right? Maybe someone on Rifts Earth is convinced that pre-Rifts civilization survives on the moon and thinks humanity's last hope is to establish contact with them and get some help.  This could be a 3-stage quest: First, getting to Florida to what was North America's major spaceport. Second, taking control of the facility and figuring out how to get to space. Third, launching for the moon, landing, and finding out what's there. If all goes well then you might have set up your next campaign: "Red Planet". 




Option 3: Slave Ship - All of the characters begin the game on an Atlantean slaver. First session it comes under attack, the players break out, get to land, and begin exploring the area. There are some similarities to both of the previous options.

  1. Player character choices are wide open. The Splugorth trade and raid across the multiverse, so if it's in a Rifts book (or any Palladium book really) you can justify it showing up here. Bring on your Robotech characters and Ninja Turtles! Characters from prior campaigns could even appear in this one with nothing more than "I passed out in a bar and then I woke up here".
  2. The GM gets to pick the setting - I used this kickoff to explore those shiny new South America books back when they were shiny and new. Want to run around Russia or Australia or Japan for a while? Here's a great way to do it. You can assume your players will be spending a fair amount of time at the beginning just figuring out where they are and what they want to do so you can dive into that area of Rifts earth that interests you but has never made sense to include in your previous games. 
  3.  ...but the players drive the campaign forward - once they have their bearings what do they want to do? Take over? Help the locals against those oppressive jerks from the kingdom next door? Find their way home? Pay back Atlantis for what they have done?  It's totally wide open at this point and it's mainly up to them. Sure, the GM can plant interesting rumors about a pre-Rifts city that's intact up in the mountains, or a powerful magic item hidden in a tomb in the desert, or a really nasty monster that dominates a local region, but the direction of the campaign is all about what the players want to do.  

Specifics: Pick a book! Any non-North America book, or any book that doesn't cover a region you've already played through. Talk to your players in advance about what areas of Rifts Earth they are interested in - veteran players will probably have some ideas. I don't know that I would open this way with a group of players totally new to Rifts but for vets it should be a blast.



So there are 3 ideas to help get a Rifts campaign organized and off the ground. They all worked for me when I tried them out so I believe they can work for other people too. It's hard to predict where a campaign will go most of the time so these are mainly focused on "how do I get started?" After that, hopefully, you won't need much help. If you do try some version of them out, let me know how it goes!

Saturday, December 8, 2018

Greatest Hits #8 - WFRP Campaign Thoughts

One of these days I will finally run a sustained WFRP campaign ... lord knows I have the material and the miniatures for it ...



The Warhammer universe is extremely rich, which, oddly enough, makes it difficult to decide what kind of campaign to run. For some games, they are built around a particular type of play: Mechwarrior is mainly aimed at playing giant robot drivers; Shadowrun is focused on largely criminal behavior by off-the-grid free agents;. Sure, you can try something else but the premise of the game and most supporting material drives it in a particular direction. Other games present a universe and a mechanical system for playing in that universe and leave the rest up to you: Traveller is pretty strong at this, and most universal type games are good at this. Even something like a Star Trek game can fall into this category: Fasa Trek started out centered around playing Star Fleet officers out exploring the galaxy. Over time it added support for the major alien races for similar kinds of campaigns, then it added rules for the intelligence services opening things up for espionage type games, then it added rules for playing a merchant type campaign as well. After digging through my WFRP material I would add it to the list of games that says "here's a universe - go!"

The mechanical part of the game does make certain assumptions:

- you're playing a human, elf, dwarf, or halfling. That covers some physical items but culturally there are a lot of options that are independent of physical race.

- technology is at a renaissance level: armor, swords, early firearms, telescopes, and some beginning experiments with steam power

- magic is present, unpredictable, powerful, and dangerous

- there are gods in the universe that are benevolent to indifferent

- there is a thing called Chaos that underlies the world, it's bad, and it contains entities that care nothing for the current state of the world or the beings that live in it

There are not a lot of assumptions, though, about what characters will be doing. There is a combat system, but it's pretty d*mn dangerous and it is explicitly stated in the game that a lot of combat leads to maimed and dead characters, so much so that a Fate point mechanic was added to help mitigate the seriousness of those consequences. There are various skills and abilities that relate to personal interaction between characters and to business transactions too.


I could certainly see running a traditional D&D style campaign that involves dungeon and wilderness encounters on a personal quest for wealth and power - it would probably feel quite different than most D&D campaigns but it could be done.

Having recently looked through Pendragon and then through my Bretonnia supplement, I think you could run a very solid "Lords and Ladies" campaign similar to what a Pendragon game would encompass set in Bretonnia and involving a little more of the fantastic than a baseline Pendragon game. I'm thinking about writing this up in more detail a bit later but I do like the idea of combining these two things.

You could run a Traveller-style Merchant game running a ship up and down the major river of the Empire.

If you wanted to tie in the Warhammer miniatures game you could have a very fine Mercenary campaign that included some occasional mass battles.

Need political intrigue? The nobles of ther Empire are quite a bickering lot, as are the major religions, and then there are the hidden threats of Chaos cults and the Skaven to make things even more shadowy that stubborn noble houses.


Picking up the Tome of Corruption supplement then you could flip things upside down and go over to Chaos, running a campaign where each player runs an aspiring champion of chaos, perhaps using the recent Storm of Chaos invasion as the background.

There is another supplement that covers the Border Princes but is largely composed of a system for creating, mapping, and then managing a small realm  pacified, claimed, and run by the player characters.

Now you could try a lot of these in various editions of D&D but the difference here is that there is quite a bit of support, both mechanical and with background material and advice for each of them. That was not always true in various editions of D&D - or Runequest or Fantasy Hero or whatever other system you care to compare. The fact that all of these options feel like they could fit coherently within one edition of a game set in one particular fantasy world is a pretty strong positive in my opinion. I like the idea that I could run 3 different campaigns at the same time in this world and not feel like I'm repeating myself at any point.


I also think that this could be run as an episodic campaign if the DM had a particular aspect in mind - say one fo the items above - but it could also run just fine as an open-ended-wander-the-world-and-see-what-happens kind of game. I do think I would run it as a more traditional serial campaign in most cases as that just feels more right to me in an age when traveling long distances is supposed to be part of the adventure. You're in Altdorf and need to talk to someone in Marienburg? Getting there might be a whole session in itself whether by land or by sea!

There are several published starting scenarios, more if you drop back and use some of the old 1st edition material. There are quite a few published adventures, both long and short, linked and independent, enough to sustain a decent campaign if that's the way you wanted to go. I do like the idea of using some of those for that shared experience  that lets you swap stories with other players about how YOU handled that trouble in Bogenhafen, but I would definitely want to mix in my own stuff as well. The border princes book is pratically a campaign in itself, as is the mammoth Thousand Thrones advanture and the Altdorf-Nuln-Middenheim trilogy. For a limited campaign I think any of those is a solid choice.

This is a little more general than I originally planned but I have some ideas on some specific campaigns that I will get into in a little more detail and some other ideas too.

Friday, December 7, 2018

Greatest Hits #7 - The Star Trek Model of Campaign Design

Another one of my favorites ...




1) The World is Not Known: In contrast to the Rangers or Star Wars, exploration is the focus and that means the setting is a major player in the campaign. Compared to the Rangers campaign where the setting is really just wallpaper behind the big action, in this style of game everything from geography to races and civilizations to even the weather can play a big role in the campaign and any of those could be the focus of a session. Compared to Star Wars the physical layout of the setting and the cultures are largely unknown, and while both can feature interaction and combat, this concept adds in the whole getting-to-know-them stage. In short: In Power Rangers you don't need a map, In Star Wars you just look up the map, in Trek the campaign is about the people who make the map!

2) Travel will be common and interesting. The PR game characters might never leave their hometown. In Star Wars travel is common and mundane but not typically a focus other than as a rest period between adventures. For this style of game travel is how the campaign advances. It may well involve a craft of some kind.  This could easily be ship based, even a flying ship or an airship if you're going in that direction fantasy-wise. A literal interpretation of the source material could lead to teleportation circles and flying carpets as supplementary travel options.

3) Character Diversity: This one is not as essential as the first two but in keeping with the source of the inspiration the concept can easily handle a wide range of character types, classes and races. It also makes some sense to start above 1st level if you're so inclined. Think those flying races are overpowered for a traditional campaign? Not so here. Always wanted to play a locathah or merman or sea-elf? This might be the place to do it. Reluctant to include the Drow character in your usual game? This is where you can "Worf" in your Drizzt wanna-bes. Steal justifications and explanations from the source without remorse.

4) Steady State: Unlike PR there is not necessarily a strong character progression here, making it more suitable for non-level-based games. That said it works fine with a level progression, and an expedition into distant planes of weirdness can be a good explanation for why your former frontier farmboy becomes a demigod. Unlike Star Wars there is not typically a huge amount of social change going on, and adding that in can distract from the exploration theme and change the campaign, moving it towards a Star Wars style game. In general the home social situation stays the same, and the characters may or may not progress a great deal, but the discoveries made by the players can certainly stir things up back home.

5) Open Ended: Also unlike PR and SW there is no requirement that characters defeat a world-threatening evil or change the state of the world. Individual characters may come and go but the exploration can continue for years. It might be different quests, different missions, or one really long Odyssey, but there is no inherent limit on it.


I did something like this with a Rifts campaign years ago described in this post. Here's how it breaks down as far as the elements in this post:
  1. In this version the only information available were a few scattered reports from other travelers and some pre-apocalyptic maps.
  2. Travel took place via a giant robot with room on board for everyone. They stomped across the post-apocalyptic US and had to deal with various challenges
  3. It was Rifts, so character diversity is a given. Wizard? Check. Ninja? Check. Cyborg? check? Dragon hatchling? Check? Power armor guy? check. Not a problem.
  4. They started at first and made it up to about 6th by the end. They were not in regular contact with the home base so it didn't really figure in the campaign. The world itself was not in the middle of a war or an invasion, just the usual Rifts stuff
  5. Some characters died, some dropped out, others dropped in, and at least one underwent a racial transformation. There's plenty of room for change, even with a seemingly limited crew.



So running this in Trek or Traveller is easy enough, and I've given a Rifts example above, how about D&D? It's not difficult as it's a fairly traditional sandbox/hexcrawl game at heart. I think I will save that for a separate post - check back tomorrow.