Then I sat down and brainstormed a campaign I called "Into the Mistlands", a surreal magical adventure into something like a weird psychocosm. Here is the pich:
Friday, November 22, 2024
A World-Building Experiment: Heroes & Homelands (pt. 3)
Friday, November 15, 2024
Illusionists added to Heroes & Homelands
Just a quick update to say that I have updated Heroes & Homelands to a v.0.6 that includes an illusionist class, spells, and a unique mechanic for illusions going wrong.
Get it here!
or get it in multiple formats here!
Wednesday, November 13, 2024
A World-Building Experiment: Heroes & Homelands (pt. 2)
So, now that I have a mechanical framework, let me share with you what I have so far in terms of the campaign design.
(Unless you are someone invited into this campaign, in which case, there are going to be spoilers of a sort.)
I will be using the campaign planning techniques I described in the article Game System Hacking 101.
The Vision Statement
I want to provide PCs with a setting that is a journey into places of wonder and weirdness. The further they journey the more ethereal, strange, and magical the setting becomes; a movement from the Mundane to pure psychocosm.
The setting will have dark moments, but overall be more focused on the strange and inexplicable. Monsters are not there to torment, enslave and devour, so much as they are just so alien that their natures and human understanding just don't fit well together. The PCs will be rewarded for pushing farther from a place of stable reality ("The Homelands") and into a farther realm.
I intend to take a lot of inspiration from The Ultraviolet Grasslands and Black City.
I also intend to use existing modules and materials such as my collection of DCC modules and the Hill Cantons collection when I need quick material.
Here's my Poster Pitch:
Heroes of the Mistlands
A Mystical and Psychedelic Saga Through a World Warped by Magic for Heroes & Homelands.
200 years ago the Great Assembly, an academy of magicians in the East of the continent of Eraskas were on the cusp of bringing Man into a new golden age. Their experiments in magic had held back a terrible plague, and cleared the Eastern Marches of many of the monsters that lurked in the hinterlands. And then some grand experiment went wrong. All of the lowlands of Eraskas were covered in swirling, brightly colored mists that brought with them strange phenomena, fey creatures, and warped everything it touched. Only a few Northern kingdoms, protected by the Raski Mountian range and the Great Shelf were spared. They are called the Homelands. They have survived in an uneasy peace, ruled over by an emerging group of Plutocrats who work hard to control every aspect of life in the Homelands.
You are a villager of Tollun, a small silver-mining town on cliffs that overlook the mists. With the vein exhausted and trouble on the roads, the town is starting to become desperate for new ways to support itself. The temptation of plunder form the ruined cities of the mists is strong. And somewhere far off on the Eastern Horizon, a voice is calling those blessed with the ears to hear...
Inspired By
Movies: The Winds of Change, Oblivion, Jack the Giant Killer, Stardust, Mirrormask, Fantastic Planet
Video Games: Legend of Mana, Final Fantasy IX, Elden Ring, Divinity: Original Sin II, Starbound, Majesty
Music: Vol IV - Black Sabbath, Solar Hits - Glitter Wizard, Le Roi est Mort, Vive le Roi - Enigma
For this game, I will be customizing Heroes & Homelands.
Books: Eyes of the Overworld by Jack Vance, The Hand of Oberon by Roger Zelazny, Magic's Price by Mercedes Lackey, A Spell for Chameleon by Piers Anthony, Stealing Magic by Tanya Huff, The Light Fantastic by Terry Pratchett
Other Role-Playing Games: Numenera, Lamentations of the Flame Princess, Ultraviolet Grasslands and the Black City, The Hill Cantons, Overlight, Cha'alt
Next Steps
So this tells me a few things that I want both in the world and in the mechanics.
In the World
- A home base where the PCs feel pressed to risk the mists, either for the well-being of the community or for a higher cause.
- A place that feels familiar and Earthly (or perhaps middle-earthly) as a starting place, but that allows rapid travel into an otherworldly place.
- NPCs who care about the PCs and show them support, and who are suffering from hard times.
- A world where magic was once wondrous and made a better world, but is now constrained out of fear.
- Mysterious lands where the old and familiar has been transformed into something new.
- Regions where the magic takes on different character.
- A stifling element to the culture that might encourage misfits to leave: an oppressive old money-driven Plutocracy, combined with a failing, power-grasping aristocracy, and a cultural climate with a touch of Janteloven might be just right.
- (I suspect an early-modern Nordic theme might be just right.)
- I don't want to make the religion oppressive: the characters will want a strong moral guiding light and a sense that there is something worth protecting and rebuilding. But perhaps a culture that abuses the religion might work.
- A divine being or place to encourage PCs to begin a pilgrimage at some point.
- Leads on lost arcane power that might make life easier in the Homelands that requires deeper journeys into the Other.
- A small fragment of a once-larger pantheon, so that PCs might discover lost ways that make their homeland make more sense.
- Some hints of the lost wonders.
- Some lost Kingdoms the PCs will know something about from History that were destroyed by the Mists.
In the Mechanics
- A system for PCs and things to be warped by the magic of the mist.
- Tables for encounters and wonders that are coded by themed regions, like "illusory", "dark", "sensual", "wild", "primordial", "mechanical" and "holy." (I might be able to draw some ideas by revisiting my old Magic: The Gathering decks.)
- Tables for encounters that get more strange and dangerous the farther from the "Homelands" the players go.
- Tables for discoveries to become more powerful and wondrous as the PCs head Outwards.
- The Homelands can have familiar fantasy races like Dwarves and Halflings, but once out into the wilds, I want new creatures... perhaps a people transformed to match their theme in each region.
- A pantheon based on an existing one, but fragmented and reduced in its scope.
- A custom class based on survival in a world where the knowledge of a standard ranger will be initially troubled. And a custom class based on dealing with the Mists.
- I may consider removing druids and switching rangers to AD&D style Divine / Arcane casters.
- Barbarians don't fit for a starting homelands character, nor does it fit the more fantastical theme. This is a place for Kugel the Clever moreso than Conan the Cimmerian
- Dual-class rules that let wanderers change (dual-class?) to custom classes based on survival in a magical world.
- Abstracted supply mechanics to help facilitate long journeys. I might hack some further material out of Deathtrap Lite for it.
- For the sake of familiarity, a world that feels more Early Modern that Medieval. So muskets, renaissance-era muskets. Perhaps a higher base AC for PCs so that they can be more flexible in combat without. (All stuff that can be pillaged from Lamentations of the Flame Princess.)
In the next article, I will create a version 0.1 of the new RPG based on these notes.
Thematically, after thinking about people living in high, rugged mountains, mention of Janteloven, and Plutocracy, I think I will use elements of Swiss and Danish culture as a template for creating my setting.
A World-Building Experiment: Heroes & Homelands (pt. 1)
So I am starting a new campaign this weekend, and I have an idea for the world that I want to develop.
I've decided that, in order to get me producing more content for this blog I am going to do my campaign planning here on the blog.using tools I have presented in a number of my game hacking and experience design articles. I am going to discuss my world ideas first, then consider how they are going to be reflected in the game, and in the end, I will have what should amount to a pretty solid custom TTRPG.
But to do that I needed a starting place.
Wednesday, October 30, 2024
Defining a Campaign by its PCs
Setting map created with Campaign Cartographer 3 |
Quick Context
My wife and I have had constant interruptions from family emergencies to illness to extreme levels of stress that have prevented us from getting a role-playing campaign off the ground since late August. We were getting to the point where she was feeling frustrated, un-creative, and had no idea what she wanted to play.
In the past when we have had this kind of creative logjam I have simply made up a short scenario and handed her a character for it I thought she'd find compelling. We'd play a one-shot (IRL, usually a three-shot with the meandering way we like to play) and that would be enough to get us grounded in the game, which suddenly got us a better sense of what we actually wanted to do.
A few weeks ago I decided to do both that, but also give her choices and try an experiment in world-building at the same time. I wrote up eight characters, each with a one-page backstory and statistics for Low Fantasy Gaming, one of my favourites for a good swashbuckling, high-action adventure. Each backstory had common elements, bits of history, common contacts, and small samplings of lore to play with. I figured one of them would sing to her, and I could mash up the plots to Torchlight II's act III and Diablo III's acts I & II with a touch of Warhammer: Vermintide II and a copious amount of Legend of the Bones to have a good gothic fantasy.
I made it specifically a point to ensure that each PC had a family member who could be a useful PC, connections to some interesting cultural institution that would need some history, and would find themselves poised to get involved with one faction or another.
I've put the characters behind a spoiler if you don't want to sift through the specific content and want to just get to the conclusions I have come to.
Thursday, October 24, 2024
Campaign Reports and PWYW Preview of Undeadwood WWRPG
I really enjoyed creating podcasts for my players to summzarize our last play sessions and build up lore for Xen this past Spring. I've decided to do that and take it up to 11 for my current campaign Undeadwood Weird West RPG, especially as I have been building a game for scratch that has turned out to be pretty darned good.
And so, with two episodes now live online that are a mix of developer's blog, world building, and play reports, I wanted to share that podcast with you here. It will be live on major podcasting platforms over the next month or so.
Tuesday, October 1, 2024
Sharing Your World Enhances it
One of the great things about sharing a world that you're creating with others is that the way others interact with it, the characters they want to be in it, and the kind of things they suggest putting in (either directly or by way of asking questions,) it can really help energize your creative process.
The World I Am Currently Building
In my game Undeadwood the player characters start as people who have been transported on a mysterious Phantom train crewed by demonic entities to a pocket dimension called Wonkatonkwa.
The characters arrive in 1869 with no memory of anything that's happened since 1867. To them, the Civil War is over and the grudges were starting to smooth over, a new host of opportunities were opening, and Manifest Destiny is at its high point in American Consciousness.
During character generation, they can find themselves in possession of strange objects. One of the Pin my test group started the game with $16, and a photograph of a recently assassinated politician from the north with an X-drawn across it.
Wonkatonkwa is a haunted country. Hoodoo magic, Santeria, Alchemy, and Pow-wow rites all work. At night, the spectral forms of people who have died in the desert rise up to drain the life out of the living so that they can once again experience the pleasures of being a living being themselves. The Devil himself hangs out had a crossroad in the eastern part of the county. And creatures from American folklore like hodags, the wampus, and the snallygaster plague the people who have no choice but to make a life there.
Monday, September 23, 2024
World-Building: Transporting Yourself into Your Home-Made World
World-Building as a Hobby
World-Building is a fairly old hobby. There's a form of make believe that as we come formalized over the last two centuries, and dovetails with a number of other hobbies such as fantasy role-playing games, computer games, creative writing, and Wargames.
Despite it being formalized, it doesn't generally have a community of its own. There are no great historians purely of World-Building. Few World-Building forums with large numbers of members exist. Instead, it tends to be a secondary or tertiary focus of other hobby communities. For example, creative writers often talk about taking notes as they designed the world in which their stories take place, role playing game forums discuss designing campaign worlds that support their narratives, and the Kriegspiel community where it focuses on playing a historical games, discusses how to set up a scenario with internal logic to help run the Kriegspiel.
We do know for a fact that collaborative World -Building in particular has been around a lot longer than either role-playing games for the modern Free Kriegspiel Revolution. The Brontë sisters, for example, spoke several times about a shared imaginary world they built together. They would sit around talking about a new place in that world as a part of a game they played. Then they would tell stories about the people places and things within that world in a way that presaged role-playing games pretty well.
Tuesday, September 3, 2024
World Building is a Complimentary but Separate Hobby to RPGs
My map of Wonkatonkwa County, Created using Campaign Cartographer Poster-sized version below. |
I know it is not the most efficient way of going about it, but I have been arranging and laying out the manual as I work. It gives me a great sense of accomplishment when the rules and ideas that I am putting out there look good and are easy to read.
Hunting through old pulp art for illustrations has been an engaging way to keep me inspired. And has got me reading some great 1930s Western pulp for fun.The end result is that I now have a pretty good-looking 60-page manual that is growing rapidly as I hammer away at it whenever I have a free moment containing a game engine that is custom tailored to the exact campaign experience i want
- It is designed to be extremely fast and robust.
- it is entirely player-facing.
- The way rolls are played out feels at least a little like shooting craps at a casino table.
- It is saturated with cowboy slang and mechanics to evoke the conventions of the game.
- It puts a heavy emphasis on players making hard choices when
- Mechanics to make the environment as deadly as combat is.
- It is a system where there is magic, but it is not complex, and does not rely on things like complicated spell lists.
I embraced the Free Kriegspiel Revolution philosophy that "we are playing the World and not the Game," by making every design decision in service to making sure my players were experiencing the Weird West setting in as high a resolution as I could manage.
It is very liberating making the game to suit the world rather than the world to suit the game. You stop wondering about how you can fit or modify magic-users in your setting, and instead wonder about how exactly magic works in your setting, and how you can represent that without creating snarled and unweildly rules.
I also found that once I had a map, it was much easier to figure out what content I needed. I made some random encounter tables for Olvidado flats, the central desert area east of the big river on the map, and suddenly I knew that I needed stats for Skinwalkers and poisonous snakes, because I knew that they are something I wanted PCs to have to worry about at different times of the day.
In the ghost town in the centre of the map, I decided that there would be a haunted well with a lesser Lovecraftian horror down at the bottom of it that had infested the aquifer for miles. One that whispers terrible secrets if you have the guts to be out in the town after dark. What and how Lovecraftian horrors work in my world is something entirely down to me.
Often, I didn't feel much need to work rules out at all. That is a bridge I can cross when I get to it. If I even need to.
World Building as Hobby
It has left me with some thoughts on World Building as a separate hobby from Table-Top Role Playing Games. And it is a hobby that I enjoy quite a bit. In many ways, I use role-playing games as a medium to help me know where to start in building the world. Which,is backwards from the original AD&D method:
In Advanced Dungeons & Dragons 1st edition, it was recommended that you
make a dungeon and a village, or borrowed one from a module, and then
built the world outward from the starting point as needed, often using random
generation, and only when your PCs are ready to explore outward.
This isn't news, of course. World building first and
then exploring later was a passion of many of the fantasy and weird
fiction authors that informs Dungeons & Dragons.
Jack Vance rightly awards for his incredibly rich world building with the Dying Earth. He set a new bar for creating a rich and immersive experience for his readers... and for leaving so many questions you always wish you could go into it and find out more for yourself.
Edgar Rice Burroughs' later Pellucidar and Barsoom books became less about a cowboy story of a hero settling a new and untamed land, and became about an adventurer experiencing a strange world with totally alien history and ways. The Chessman of Mars is a perfect example of this: John Carter takes advantage of the fact that he lives in a world of wonder and ancient advancements, seeks out some lost technology or knowledge that might repair Deja Thoris' broken spine, and along the way encounters strange and terrible beings who breed perfected slaves in order to steal their bodies when they have need of them (Probably the inspiration for Stargate's Goa'uld). This is definitely not the Western saga in SciFi drag that the first couple of John Carter novels were.
Roger Zelazny's
Amber has a rich cosmology of shifting planes in multiple worlds as
characters move through. Often taking advantage of the differences in
flow of time and availability of resources to make themselves rich and
powerful on different worlds. And where the stakes of the game are the
cosmos itself, with the enemies taking advantage of their own quirks of
the laws of the magic of the setting.It is a compelling and challenging series to read, and deeply immersive precisely because Zelazny had spent so much time exploring the possibilities.
At the time I lacked any knowledge of an existing Pern role-playing games, nor did I have the design skill necessary to build one for myself, but I certainly spent a lot of time there in my imagination thanks to the richness of details that that book could give me.
Thanks to all that detail, I yearned to be able to explore it first-hand.
Role-Playing as Exploration Tool
Role-playing games offer a
new way other than reading to enjoy the complex and nuanced worlds that
these authors created. And I suspect the opportunity to go fighting Tharks
in Barsoom or pitting your wits against the Courts of Chaos in Amber
was a big driving force behind the development of role-playing games.
Ed
Greenwood created The Forgotten Realms about ten years before Dungeons & Dragons really hit it stride. The original short stories created a view of Waterdeep and other places along the Sword Coast from
the viewpoint of a canny merchant living in a fantasy world that once connected to Earth by magical portals, but those portals had become mostly closed, connected to realms of darkness, or were taken over by evil cabals. He saw the potential in Dungeons & Dragons to allow him to step into and explore his world and share it, and so adjusted the Realms to fit the D&D paradigm, and shared it through The Dragon. And his efforts eventually led to The Forgotten Realms going from his private World-Building creation to the default setting for D&D.
I think that is also why we saw the incredible
success of Dragonlance. Not only did you have the Dungeons & Dragons modules, but you also had the deeply engaging novels by Weiss
and Hickman that created a world that one would really want to go see
and explore. Characters one would love to be able to meet. Then D&D
offered you the portal to do exactly that.
I also think that you can safely say that Matthew
Mercer's World building in Critical Role is a good portion of its
success as well. There is not a session of the first campaign that I
watched where he doesn't build up some details about the culture,
people, and landscape of Tal'Dorei, and there were a lot of fans who
enjoyed that part of the viewing experience, even if they weren't
Dungeons & Dragons players. Prices back at the colossal sales of the
Tal'Dorei world books for D&D were in part people who
never had and never intended to play Dungeons & Dragons, but we're
intrigued by his world building.
I have yet to have a chance to
look at Daggerheart, but, I expect that the richness of the material
that is being built out of helps build a game that has some interesting
flourishes and nuances that will set it apart from its Pathfinder / 5e
roots.
Why Understanding That World-Building is a Separate Hobby is Valuable
When you understand that World building can be
its own hobby, and that there's a rich tradition and a great number of
examples and tools available for you that are not directly linked to
role-playing games, you suddenly will find yourself with an incredible
range of resources available to you
And when you embrace the
idea that rules are, and ought to be hackable, or the FKR idea that you play the World first and let the rules be subordinate to its logic, it can allow you to create
a far more tailored role-playing experience for your group.
And
as a corollary to that, as they are separate hobbies, you needn't
necessarily engage with World Building if you don't want to. It isn't
required in order to run a fun, loose, beer and pretzels kind of game.
So much DMing advice is actually rudimentary World building advice that
doesn't need to be there..
It's one of the reasons why I recommend anyone who runs role-playing games check out the AD&D1e Dungeon Master's Guide. It had within it an endless supply of tools for building a game that didn't need the world to exist a priori. It allows the DM to explore and experience it as well at the same time. Chaos, after all, is one of the best sources of fun
Back to Undeadwood
In Undeadwood, I started building the game in order to create a fast and easy system for building Cowboys who fit into a pulp Western as you might read and Lariat, 44 Western, or Spicy Western Stories.The game didn't start really developing the richness it now has until I had what I needed to offer that character generation mechanic to my friends then put the rules aside, and instead drew a map.
Once I had a map broke it into 10 sections, I made promise to myself that
would make it last four pages of each area, complete with two settlements
for each, several points of interest, and some terrifying supernatural
threat lingering at each location. Once I staterd on that project, the game really started
to come into its own, and I really started getting excited about making
it.
And it made the rest of the project flow so much more quickly, I no longer need to ask what the game needs in it. Now I just need to get the time to get these ideas out of my head and onto paper.
Over
the next couple of them articles, talking a little bit about the World Building separate from role-playing games, then the complexities of role playing games using role-playing games to explore them, then discuss how to
play a role-playing game without the burden some task of building a
world in the first place.
In the meantime, check out this awesome map!! I am very proud of how it turned out. Created with a mix of Photshop, GIMP and Campaign Cartographer.
Enlarge it to see more! |
Thursday, August 29, 2024
Summer of Game Development
Over the Summer I ran a campaign set on Hot Springs Island that I specifically structured for more casual play. I framed every game session as a foray onto the island from a neighbouring colony. If players didn't get off the island in time, the boat would leave without them.
I used dynamic rumour tables to give them several some things they could choose to do except would only necessitate one or two city encounters or possibly a small five room dungeon. As it was the summer and many of my players are parents, it was quite hard to wrangle enough people and a few sessions ended up being nothing more than a cat between them myself and one or two players.
Overall it was fun and my players came
out of it with a few excellent stories, which I consider the mark of a
game well dungeon mastered.
Pitching New Games
Now that the summer is over, I don't particularly care too continue with Hot Springs Island, however. I've had an itch to do some World building and some rules hacking. And, as it stands, life is a little hectic for some of my players and have not been able to show up for many of my Silver Gull campaign sessions. Creating a game with that same ability to just drop in and out is critical if I want to keep playing games with players aged 34 to 60 on weeknights.
So, I prepared for game pitches in the last week of
my Summer travels that would both meet my desire to try and create
something new, and continue to enable players to drop in and out, while
taking advantage of the fact that they will be available a little more
often than they are over the summer.
The pitches were as follows:
- The Temple of Elemental Evil played in Advanced Dungeons & Dragons, eventually fused with the giant saga, and the underdark saga, possibly going all the way down to the demonweb pots.
- A Norse themed campaign running in Low Fantasy Gaming where the player characters would play new arrivals to a colony at the edge of the world we are humans work with the easier to drive the frost Giants from midgard.
- "Undeadwood," A pulpy Weird West game where the characters find themselves in an extra planer realm parallel to Texas where creatures from American folklore like hodags and jackalopes and thunderbirds are real, the hungry dead walk the desert at night, and the Devil himself will gamble for souls.
- And finally, a two-fisted post Noir set on a 1950s science fiction Space
Station. Essentially a fusion of Babylon 5 and LA confidential. With a
twist of 70s SciFi Sleaze, which I tentatively called "Two-Fisted Tales of Omikron Station"
For those last two prompts I decided that system would be to be determined. Whenever I was going to settle on, I would need some heavy customization to make it work the way I want it to.
Jumping the Raygun
I got excited enough about that last prompt that I put some serious thought into it and started creating a game for it using the Drakken engine, with liberal borrowing from Star Adventurer and Alpha Blue.
I was, after 4 or 5 days of tinkering in my free time to the point where everything that needed to be overhauled for Drakken had been, and I'm to the point where I'm adding new content and tables to make a complete game.
I figured that it was the most likely
pick for my players, and even if it wasn't, it's a setting I will pitch
again in the future, and something that my readers might enjoy playing.
Hold on There a Minute, Pardner...
Of course, they surprised me and went for my Undeadwood pitch. Quite frankly, the only game I have that even remotely if it's a weird West setting in my collection is Cowpunchers by the Basic Expert.
Now,
I suppose I could have tacked hey magic system is a monsters onto Cowpunchers and done just fine. It's a cool system that I bought ages ago
and haven't had a chance to play. But, I wanted something just a little
bit lighter on the rules, because I play in a very limited time window,
and want to keep the burden of character generation down to an absolute
minimum.
And so I have started writing not one but two games and already made significant progress on both.
I will be posting a lot of thoughts about the development process as I go, as it has really got me thinking about Word-Building in particular.
Friday, August 9, 2024
The Appendix -N Rap
Monday, August 5, 2024
Sourcebook Review: Hogwater: Village of Secrets
I'm going to start this review with full disclosure. I consider Travis Miller to be an internet friend. When I was trying to start an OSR actual
play podcast a few years ago, he volunteered to play, and played three
sessions of Lamentations of The Flame Princess with myself and Stephen Smith. I've also written guest articles on Grumpy Wizard, and featured
guest articles from him on Welcome to the Deathtrap. Travis gave me a
complimentary copy of Hogwater: VIllage of Secrets hoping that I would review it, and in
the process give him the kind of feedback that people like about my
articles.
I will also confess that the article I did on factions with examples from Temple of Elemental Evil last week was to set this
review up.
Hogwater is a slightly different way of setting up a home base for the first phases of a campaign.
Rather
than provide a map of the village off the bat, and then go place by
place describing the people who live in it, Travis Miller describes the
village in terms of the NPCs and factions within it. Every NPC of note
is given clear motivations, preferences, quirks, and goals with the
first few steps described.
What he describes is a small,
unfinished keep surrounded by a young borderlands town situated on a new
highway that serves as a midway point for some relatively new trading
routes. It's a place where merchants pass through to resupply on their
way to other places.
The hero that established hog water a
generation ago has recently been usurped by the current lord of the
keep, who enforces his law through a dangerously skilled marshal, and
an incredibly corrupt Reeve.
Sunday, July 21, 2024
The Adventure Game Part of D&D Directs the Faction-Driven Wargame Part
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)
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
- Cover how to make a character
- Reiterate at least some of the house rules in the pitch document.
- Expand on the information in the pitch for players who have bought in.
- 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.
Saturday, June 29, 2024
Trans-Real News is Complete at 41 (Gamable) Episodes
Trans-Real news is my surreal science fantasy comedy audio drama. It follows the lives of the cast of a daily news show as they attempt to report on a world where time, space, and reality has malfunctioned. Please to things like rampaging hordes of barbarians coming back through time too eliminate people they think made humanity weaker, much of the Monterey Bay area of Northern California turning into a swamp full of Carboniferous life forms, Los Angeles turning into a shining 1950 science fiction-style Utopia, and a hive mind of talking insects taking over hollywood.
If I were to try to describe it, I might do so as a Murphy Brown and meats Bill & Ted, while a selection of comics from Heavy Metal play out in the background.
Throughout the series, I make a lot of references to Dungeons & Dragons. There are even a couple of scenes of the characters playing it. And one of the things I have tried to do with it is make sure that it is gamable.:
I tried to create a podcast where every episode might give a dungeon master six or seven new ideas for adventure hooks or strange events in their campaign world.
Throughout it, I also did a lot of World-Building, and there is definitely a setting all its own there where modern people are facing fantasy and science fiction dangers while trying to learn to navigate time travel, alternate dimensions, and the world where magic is coming into its own.
It is my intention to start working on a setting book for it based on an in-world book a couple of the recurring characters wrote. I would love feedback from my readers as to whether or not this is something they would be interested in.
I will post the trailer here. You can find it on most of your podcatchers, such as spotify, youtube, Podcast Addict, and itunes.
If you have a few hours to spare, I would love to have a chance to entertain you!
Tuesday, June 25, 2024
Example of Tailoring A Campaign: My Summer Vacation Game
The end result is that my players have needed to move to a pause time model of play, and then we have been unable to play simply because some of my players are being too sick.
I'm not willing to give up on the Silver Gull. This campaign has been one of the most enjoyable I've ever run. And, in spite of stalls and brakes, the player characters are now sitting between 7th and 10th level depending on class. They have intrigues, long term goals, romances, sworn enemies, holy missions, and are building towards a dominion now.
But I get the feeling that things are not going to work themselves out for another few months.
And so, I've decided that for the Summer I'm going to be running something a little different. And this is where tailoring your game to the campaign is absolutely vital.
Monday, June 17, 2024
Game Review: Hero Quest (2021)
I received a copy of Hero Quest (1989) for
my birthday when I was 11. A product of Milton Bradley in conjunction with
Games Workshop, it was designed as a tool for introducing young people
to the concepts of role-playing games, but with minimal amounts of the
play-acting and dramatic storytelling.
Hero Quest consisted of
a board, and a collection of minis and frogs, along with cardboard
tiles and specialized diced resolve combat. The combat system was
loosely based on Warhammer Fantasy Battles, with various icons on the
dice representing one and six, two and six, and three and six chances of
success on a d6 roll.
The symbols were variously a skull to represent a wound (3 in 6), a shield to represent a hero deflecting an attack (2 in 6), or
a skull to represent a non-heroic unit deflecting an attack (1 in 6).
Original 1989 box |
Friday, June 7, 2024
Making Best Use of Downtime
The Evolution of Timekeeping Advice in D&D
As a kid, I missed reading the 1st edition Advanced Dungeons & Dragons Dungeon Master's Guide, I missed out on its advice for keeping time and running the game (I went from playing with the Mentzer "red box" Basic Dungeons & Dragons to using Mentzer Dungeon Master's Rulebook and the AD&D Player's Handbook, to using AD&D2nd edition. Thus, I missed the best resource ever written on running a D&D campaign. The AD&D2e Dungeon Master's Guide buried its advice a somewhat in favour of optional rules and setting design, and skipped some of the best options. Bu the time they decided to expand it in DMGR1: The Campaign Sourcebook and Catacombs Guide, the developers at TSR had very much moved away from Gygax. Here is the meat of their description of how to manage pacing of a campaign in DMGR1:
Friday, May 24, 2024
How We Lost Faction Play, and Why it is Valuable
When I was a kid, I taught myself to play Dungeons & Dragons from the Red Box. I have a lot of praise for the design of the Mentzer Basic set: It was the first version of Dungeons & Dragons with a really clear how-to play guide, as well as two introductory adventures played solo in a way that was pretty familiar to a Choose Your Own Adventure addict like me. Castle Mistemere was a pretty clever design as well, giving you the first floor of the dungeon, a map of the second, and mostly a question mark for the third, it eased the Dungeon Master into learning how to play their role; perhaps not as well as Keep on the Borderland, had but it gave you a more methodical approach.
There was one way adventure with Aleena at the beginning of the book was deeply flawed, however. As a tutorial it was great, even as a piece of fiction it was pretty good. You got attached to Aleena, and then her death broke your heart, especially if you were 6 year old boy at the time...
...But, it also set up the idea that you were going to be playing the hero in a high fantasy narrative. You had an evil sorcerer, on the run, and, if you carried on with the PC you started with, were hunting them. You had a friend to avenge. Castle Mistemere reinforced that by suggesting that Bargle will be placed somewhere in the lower levels of the dungeon as a mastermind.
This is great Dungeons & Dragons; don't get me wrong. But, unlike Keep in the Borderland, you don't start as a mercenary looking for a quick score. Nor do you start as an escaped prisoner, or a castaway. From the beginning, the introductory adventure and castle Mistemere create the kind of plot are that we now associate with the kind of ""trad" play that was soon thereafter refined by Tracy Hickman in Ravenloft and the Dragonlance saga. In other words, it was a heroic journey, not a sandbox adventure,
Saturday, May 18, 2024
Detectives in Space, Desperate Cowboys, Freezing Barbarians, Mystic Pilgrims... Or all of the Above!
How I Pitch my Campaigns
When I am ready to start a new campaign, I put together a handful of "pitch documents" that give the players a taste of what they might expect with the game. The style of my pitch documents varies a lot by mood and inclination.
Recently my wife and I concluded a one-to-one Fabula Ultima campaign, and have been, after a couple of false starts and a few weekends where life just got in the way, looking to start something new. I recently prepared a document with four campaign pitches for a one-to-one game based on our current leanings, taste, and media intake.
As this could be a useful tool for assembling a group, I thought I would share a (slightly tidied up) PDF version of the document.
Generally speaking, I give a fictional preview either written like a movie trailer, or a summary of precipitating events written like the back of a book cover.
Then I create a couple of paragraphs explaining the game of choice, the role the PCs might start with, and what kind of overarching experience I hope to provide.
I used to add in some evocative art hunted down on Pinterest. These days, I try generating something custom using an AI. It seems like a good, non-commercial use for the tool.
The Pitches
In this case I have a Scifi Detective Noir that is drawing a lot on Philip K. Dick, as well as an old favourite podcast, Black Jack Justice; a natural fantasy story based on a fusion of Babylon 5: Crusade, The Slayers: Try, Legend of Mana, and Sorcerer Hunters; A cowboy story that is intended to be a massive and dark expansion of my Vulture Rock wargame scenario played in Cowpunchers; and there is an AD&D scenario there inspired by the copious amount of Manowar that has been on my CD player in the last week (I'm also on my 15th play-through of Skyrim).
Feel free to steal and use these, and I am happy to answer questions, if you want more information about how I intended to use them.
But these particular campaign pitches just didn't sing. They weren't quite what we were looking for.
Trying Again
I sat for awhile trying to think of what I might try differently, and started taking the most appealing elements of each into a totally different beast.
I am currently enjoying the novel Hyperion by Dan Simmons as well. If you're not familiar, it is a dark and surreal (and much more serious) science fiction take on The Canterbury Tales which involves a group of pilgrims being sent to their deaths on an alien world, telling about their experiences on a previous voyage there. Hyperion is a pretty influential book in science fiction media, but is not itself very well known. If you have played Borderlands, Bio-Shock, Mass Effect, or Amnesia games, you have probably heard a lot of references to it.
I decided to blend my four campaigns together: a dark western story, but with a mystery focus, set in my own science fiction world, to which I would add in some heavy metal notes. And while I was at it, I decided to toss in some elements of Mass Effect and Borderlands (a fantastic Sci-Fi Western setting)What I ended up with is a frontier space colony world full of ancient hyper-tech ruins that can create miracles, where runaways, psychics, criminals, and cultists are rampant. I called it Adaro.
I've
written a lot about realizing a science fiction setting in the past.
One thing that I find to be axiomatic is that if you are not using an
established setting, you need to work a lot harder to tell your players about it. When I write science fiction pitches, I add a lot more detail to it before I pitch it.
Adaro is written as a series of three monologues from very different perspectives, and two dossiers written for a government agent, plus a couple of definitions, and I feel it does a great job of doing heavy lifting.
Steal This Planet!
Tragically, it just didn't sell to my wife as a home game setting. However, i feel like Adaro might be just the thing someone else is looking for, so I am going to toss the pitch document up here, and see if any of my readers want to steal it and make it their own.
Download it as a PDF here:
Saturday, May 11, 2024
Game Review: Death in Space
Death in Space is a sci-fi horror game set in a distant future where the Universe is beginning the process of heat death, and humankind, after aeons of expansion across Space, are now in steep decline.
The game's setting, which is heavily baked into the structure, is the Tenebris System, a star system that had been at the heart of humanity's final war; many powerful mega corporations and space empires fought for centuries over gems found on moon in Tenebris which were so flawless and possessed such fantastic properties that they would revolutionize the manufacturing of spacecraft, computers, and hyperspace gates
By the time the war was over, humanity was so beggared and in such steep decline that it didn't matter anymore: no one had the means left to use the gems.
Now humanity is clinging on to an existence where they make nothing new: everything has been repurposed and recycled over and over again. An alien force, the void, is creeping in, infecting, tainting, and mutating everything it touches, and that can be heard in strange whispers on radio waves across the Universe.
Humans live in poverty in the wreckage of their once great empires. In Tenebris, most of the population lives in The Iron Ring: a hoop of fused hulks of space stations and starships in orbit around the moon where the gems were once discovered.
Sunday, May 5, 2024
Swords Against Madness
Swords Against Madness, my new gonzo OSR solo TTRPG podcast launched today, and I have to start by saying that I have never felt a more warm welcome for anything I have ever done. Abel from The Iron Realm, Simon from Legend of the Bones, John from Tale of the Manticore, and T15 from Legends from the Fireside all dropped by and said hello, and asked me how they can help and promote me. I am blown away by how awesome a crowd this is already.
Swords Against Madness is played using Swords & Wizardry Complete and a bevy of tools from tables stolen from ICRPG to the Pendulum World-Building Assistant, to the Dungeon Dozen. I am turning the gonzo weirdness is going to be turned up to the max.
If you are interested in Swords Against Madness, you can learn more here! Or listen to it through YouTube here:
Sunday, April 28, 2024
Welcome to the Deathtrap: Year 4 in Review
In the last year I've put out a couple of light games, like Drakken and Dragonette, I've nearly completed my complete edition of Deathtrap Lite, and have a couple of other rules light games in the works in my spare time. I haven't spent nearly as much time as I would have liked on reviews. I have a backlog of books I've read, or have almost finished readings, but haven't had much of an opportunity to review.
The ebb and flow of the 'blog has definitely reflected the good and bad times in my life. In the past year and a bit, I have partially lost use of my hands, feet, and lips, and developed chronic fatigue due to a brain injury, I've been forced to move once, and nearly had to do so a second time. I've lost 28 lbs. I've tried to go back to work, and found myself too ill to do so effectively. I've learned a new skillset, and I'm starting a business.
Friday, April 26, 2024
Podcasting Your Campaign Notes
It really isn't the best way to do things and has been the source of a few jarring moments in otherwise great game flow. I've started making quick audio notes after sessions so that I can have a quick refresher before the session begins.
For the sake of building some enthusiasm, honing my craft, and having a little fun with my friends, it occurred to me that I could turn these into a podcast with a tiny and very specific audience. Although, once it is in full swing it might be interesting to other players who want to see how those older 1970s style rules and 1:1 time play out in an actual game.
Once the 5-10 minutes of audio notes are recorded, I also realized that I could also record some of the lore about the campaign setting in a fun delivery package that helps me avoid lore dumps in the game. "Here's 5 minutes of stuff you might want to know and might be interesting, but isn't game critical - and you can skip!" seems like a winning formula. Especially as it is as much about me as them.
If you are curious, here are my first to proper session versions of the micro-podcast:
Thursday, April 18, 2024
Day Tripper, Analysis and Thoughts
This is part two of my discussion of my experience with the AI game master and role-playing game Day Tripper. See my previous article for a transcript of the actual play
When I played Day Tripper, one of the first things I noticed was a slightly wonky pacing. While the game doesn't have a limited number of interactions, the AI game master is designed to really hurry things along: up to and including taking agency away from the player to desc
Monday, April 8, 2024
My A.I. Gm Experience: "Day Tripper" pt.1
(Believe me, if my hand's weren't fucked up, I would be doing my own illustrating! It would be less traumatic.)
I seriously doubt that an A.I., especially one trained by a large corporation, could do a great job running a game. But could one carefully trained by an indie developer do a halfway decent job? Recently I tried out the Scifi LLM "A.I." role-playing experience "Day Tripper" by Tod Foley, designer of Core Micro and Uniquicity, (and generally fun interlocutor.)
I am still processing my experience with "Day Tripper" and I am going to present a transcript of my first adventure here. And then I will pick Tod's brain to clarify my thoughts, and share my analysis of the experience with you in my next post.