Sunday, July 21, 2024

The Adventure Game Part of D&D Directs the Faction-Driven Wargame Part

I want to amplify a topic recently posted in Bradford C. Walker's substack  entitled Clubhouse Row (Part One: A Proper D&D Club):

The dungeon delving is the side show to the real game, which is the contention between factions vying for dominance over the land. It is a wargame first and an adventure game second.

Specifically, it is a faction-based wargame where Player-vs-Player conflict is core to the game. AD&D1e handles this without needing supplements. The actions of the factions shape the setting, and smaller adventuring bands can take advantage of the liminal spaces between them (literal and metaphorical alike) to seek out their own objectives (often as not found in a dungeon somewhere). [ibid.]

I'm not sure I see D&D as a wargame first, but I definitely see that the adventure game is informing a very different wargame going on behind the DM's screen: One of the most interesting ways in which Dungeons & Dragons retains its war game structure is in the way factions are played especially in old school games. 

A well set-up community has several different factions vying for control and influence over the community. This can be the villains, but it can also be various peaceful groups within the town. 

Sunday, July 7, 2024

Steal This Map!

 Whether or not you are listening to my semi-actual-play podcast Swords Against Madness or not, you might find the map and encounter tables I created for the podcast worth stealing (1 hex = 6 miles).

Nar is the island where the campaign is currently set. A tropical island colonized long ago by a culture of explorers, the Aldi Guilds (inspired by Mystara's Minrothad Guilds), and then abandoned when the motherland suffered an economic collapse.

Thursday, July 4, 2024

My Go-to Pantheon to Plagarize for Fantasy Religions (Majesty)

I am addicted to the process of world-building. Creating new places with interesting cultures, unusual people, and compelling disasters is something I never get tired of. I have home-brewed dozens of worlds.

In fact, if I have a weakness, it is that I have a hard time staying happy with a world for very long. It is a rare thing if I keep a world running across multiple campaigns. There have been only two of my home-brewed worlds that have seen more than one campaign.

Building worlds and hacking a game to make it fit that world give me incredible pleasure... except for one pain in my rear end: gods. I have had a terrible time in the past coming up with gods. I don't generally like using real-world pantheons for a number of reasons. I have used the Greyhawk, Eberron, or Golarion pantheons from time to time... but they have some pretty significant limitations to them:

Tuesday, July 2, 2024

Tailoring a Campaign: My Player Resource for Running Hot Springs Island

I am in the process of setting up for my Summer game of Hot Springs Island. One of the first things I wanted to do aside from sending out the pitch document that I shared with you last week, was to write a guide for the players. This guide had to tackle some basic tasks:

  1. Cover how to make a character
  2. Reiterate at least some of the house rules in the pitch document.
  3. Expand on the information in the pitch for players who have bought in.
  4. Add in any new content relevant to the players.

So I started by reiterating my character generation process. I added in firearm rules cribbed from Lamentations of the Flame Princess, and a gear list that brings the characters into the 17th century, including some era-appropriate armour and equipment.