In the Seaward campaign the PCs formed an adventuring company, got a charter from the King, bought an old inn as a home base and, most recently, built their own level in my superdungeon.
None of them are above 7th level and most of this activity began when they were 3rd/4th level.
The Company is about 10 PCs but they have about 45 henchmen, as well as about 100 hirelings, mercenaries, etc.
When discussing my campaigns in blogs, forums (very rare), on my Discord, etc. a frequent question I get is 'how do you get your players so invested in the world? NPCs seem important, they use a lot of henchmen that develop their own personalities, and they start doing things we associate with being name-level very, very early. What's the secret?'.
The really, really short answer is that in my campaigns torches burn for an hour and weigh 2 1/2 lbs.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Showing posts with label Worldbuilding and You!. Show all posts
Showing posts with label Worldbuilding and You!. Show all posts
Sunday, April 12, 2020
Thursday, October 17, 2019
Scaling and Threats: DM Insights
We all know the player where we aren't sure what the heck they're doing at the table. Here's my favorite example, from my old friend Mike Nevala's d6 Star Wars game.
The young Jedi, hotshot pilot, young senatorial, and smuggler were separated in the Imperial base. The Jedi (me) found the young senatorial (now my wife on what was our first real date a looooooong time ago) pinned down by blaster fire and rescued her. The smuggler (my wife's best pal) had already stolen a shuttle and was waiting for us at a side exit. The hotshot pilot (Dave, in his first game with us) was on top of a lift when this occurred.
Mike: "Above you you see a metal grate about 4 meters square - the top of the lift shaft. Above it you see the lift machinery. The elevator will be at the top soon, if you don't do something you'll be crushed."
Dave: "Uhhhhhh. I pray."
Mike: "Wha?"
Dave: " I kneel in the corner and pray for the Force to save me."
Mike: "Ummmm. OK, as you raise your eyes in prayer you see that in the very center of the grate the grill has a different pattern, an area about a meter on the side."
Dave: "Does the Force tell me what to do?"
Mike: "....noooo. But that square area could be an access hatch or something."
Dave: "I don't move."
Mike: "OK, well. You die."
Dave never played with us again. I saw him 2 years later and he was still complaining bitterly that Mike was a killer GM.
The young Jedi, hotshot pilot, young senatorial, and smuggler were separated in the Imperial base. The Jedi (me) found the young senatorial (now my wife on what was our first real date a looooooong time ago) pinned down by blaster fire and rescued her. The smuggler (my wife's best pal) had already stolen a shuttle and was waiting for us at a side exit. The hotshot pilot (Dave, in his first game with us) was on top of a lift when this occurred.
Mike: "Above you you see a metal grate about 4 meters square - the top of the lift shaft. Above it you see the lift machinery. The elevator will be at the top soon, if you don't do something you'll be crushed."
Dave: "Uhhhhhh. I pray."
Mike: "Wha?"
Dave: " I kneel in the corner and pray for the Force to save me."
Mike: "Ummmm. OK, as you raise your eyes in prayer you see that in the very center of the grate the grill has a different pattern, an area about a meter on the side."
Dave: "Does the Force tell me what to do?"
Mike: "....noooo. But that square area could be an access hatch or something."
Dave: "I don't move."
Mike: "OK, well. You die."
Dave never played with us again. I saw him 2 years later and he was still complaining bitterly that Mike was a killer GM.
Thursday, September 19, 2019
Worldbuilding: Precision or Atmosphere?
The Fun Lads Four (who will soon be the Fun Lads Five as the youngest is rapidly joining the nerdery) and I were going over campaign notes last night and we were discussing how very subtle shifts in tone result is massive changes in perception. We think we came up with some insights:
Monday, June 17, 2019
To-Do Lists, Making Friends and Influencing People, and Ruling the World
One thing that I can struggle with is making sure NPCs stay dynamic. They aren't just animatronic puppets that sit in their castles, inns, and lairs waiting for the PCs to do something.
I mean, that is a TON easier - everything remains in a stasis-like status quo until the characters get to it = no work for Rick so that is OBVIOUSLY the best, right?
Unfortunately, this makes the game(from OD&D to Champions to any other RPG) predictable and booooooorriiiiiiiiiiing. So how do I solve it?
Thursday, January 25, 2018
Friday, April 28, 2017
DM Tips - Campaign Building: Of Cabbages, Kings, Languages, Trade Routes, Orcs, Pies, and More
In 1979 I started my own campaign world, called Seaward. It had a village (5 houses, an inn, and a trading post), a coastline, and where the pirates were. For 5 months that was it.
Thirty eight years later it is a 124 page book of rules, 5 active notebooks (1,000 pages), 14 GB of digital documents, and 4 GB of maps. Stuff out of rotation is about 20,000 more pages and 20 more GB.
But how much do you need to play a TRPG?
Thirty eight years later it is a 124 page book of rules, 5 active notebooks (1,000 pages), 14 GB of digital documents, and 4 GB of maps. Stuff out of rotation is about 20,000 more pages and 20 more GB.
But how much do you need to play a TRPG?
Labels:
1e,
2e,
2e campaign,
campaign,
NPCs,
Worldbuilding and You!
Monday, December 12, 2016
What Is Going On With Magic?
I clearly remember a certain moment in 1980. It was about the 12th of August. I was at the desk in my bedroom working on an encounter and going through the various 1e books. Shine A Little Love was playing on the eight track (jealous?). I was taking notes on a sage when POW!
"What is going on with magic?"
"What is going on with magic?"
Labels:
1e,
2e,
balance,
Big Ideas,
characters,
classes,
magic,
meta,
monsters,
players,
Worldbuilding and You!
Saturday, December 3, 2016
Worldbuilding: The Rhythm of the Year
This time of year can be tough for my family for reasons that will seem a little odd to most people.
It is because of the calendar.
You see, to us it is not the Christmas Season, it is Advent. We don't put up ornaments or lights or a tree until December 24th. Then we go to the Vigil Mass for Christmas. Then the Christmas season starts and we celebrate the Twelve Days of Christmas until Epiphany, then we take down the tree but leave up the lights until the Christmas season ends with Candlemas on February 2nd. I finally take down the lights on February 3rd.
Why?
We're Catholics with traditions from the Old World.
In the liturgical calendar the beginning of the new year (for the Church) is the beginning of Advent. Advent begins on the Sunday closest to St. Andrew's Day (November 30th) which is the 4th Sunday before Christmas, of course. Advent is traditionally a time of penance and fasting in preparation for Christmas, almost a sad time as we reflect on why Christ had to manifest. Once Christmas actually arrives then we celebrate, decorate, and play Christmas music.
Why is this hard? Look around! For almost everyone else the Christmas music starts the afternoon of Thanksgiving, the tree and lights go up the weekend of Thanksgiving. The music stops on December 26th and the tree and lights come down around New Year's, if not before.
No, this is not about me telling you that you are doing Christmas wrong. You aren't. You just have a different calendar.
It is because of the calendar.
You see, to us it is not the Christmas Season, it is Advent. We don't put up ornaments or lights or a tree until December 24th. Then we go to the Vigil Mass for Christmas. Then the Christmas season starts and we celebrate the Twelve Days of Christmas until Epiphany, then we take down the tree but leave up the lights until the Christmas season ends with Candlemas on February 2nd. I finally take down the lights on February 3rd.
Why?
We're Catholics with traditions from the Old World.
In the liturgical calendar the beginning of the new year (for the Church) is the beginning of Advent. Advent begins on the Sunday closest to St. Andrew's Day (November 30th) which is the 4th Sunday before Christmas, of course. Advent is traditionally a time of penance and fasting in preparation for Christmas, almost a sad time as we reflect on why Christ had to manifest. Once Christmas actually arrives then we celebrate, decorate, and play Christmas music.
Why is this hard? Look around! For almost everyone else the Christmas music starts the afternoon of Thanksgiving, the tree and lights go up the weekend of Thanksgiving. The music stops on December 26th and the tree and lights come down around New Year's, if not before.
No, this is not about me telling you that you are doing Christmas wrong. You aren't. You just have a different calendar.
Saturday, June 25, 2016
Worldbuilding - How Far Away is the Horizon?
In both my Blackstone and Patchwork Lands campaigns I made worlds larger than Earth. In the case of the Patchwork Lands the planet is much larger - the diameter of the planet is 16,000 miles, a hair over twice the diameter of Earth.
Since it is a fantasy world there is a lot of handwaving about gravity, etc. because I am more interested in vastness than the speed of a falling object (plus, there are reasons the gravity is still about 1G). But there is a question-
How far away is the horizon?
Here is a math formula
Square root of[D x H/C]
D = diameter of planet in miles
H = height above surface in feet
C = 5280
So, on Earth a 6' tall person looking out across the plains would see the horizon as 3 miles away. From the top of a 30' tower (36' total!) the horizon would appear 7 1/3rd miles away.
But on the world of the Patchwork Lands a 6' tall person would perceive the horizon as being 4 1/4th miles away and from a 30' tower that same person would perceive the horizon as about 10 1/2 miles away.
Now, I am just eyeballing it here, but this appears to mean the horizon is about 50% "further away" on my new world. This also means things like mountain ranges in the distance can be seen a long way away.
Here is an example: I created a 7 miles high mountain in my world. Because of the larger diameter the peak should be visible from someone standing at sea level 334 miles away. To put that in perspective, on a clear day if you stand at the summit of Dankova mountain in Kyrgyzstan you can just see the tip of the peak by the Hindutash Pass: this is the longest ground-based line of sight on earth and it is... 334 miles away.
This was completely coincidental, by the way.
But ti does mean that from the largest mountain in my main story area someone standing on its summit could peer across the plains between and see that peak clearly because the distance between them is only 500 miles!
It is always the little things in worldbuilding that surprise me.
Since it is a fantasy world there is a lot of handwaving about gravity, etc. because I am more interested in vastness than the speed of a falling object (plus, there are reasons the gravity is still about 1G). But there is a question-
How far away is the horizon?
Here is a math formula
Square root of[D x H/C]
D = diameter of planet in miles
H = height above surface in feet
C = 5280
So, on Earth a 6' tall person looking out across the plains would see the horizon as 3 miles away. From the top of a 30' tower (36' total!) the horizon would appear 7 1/3rd miles away.
But on the world of the Patchwork Lands a 6' tall person would perceive the horizon as being 4 1/4th miles away and from a 30' tower that same person would perceive the horizon as about 10 1/2 miles away.
Now, I am just eyeballing it here, but this appears to mean the horizon is about 50% "further away" on my new world. This also means things like mountain ranges in the distance can be seen a long way away.
Here is an example: I created a 7 miles high mountain in my world. Because of the larger diameter the peak should be visible from someone standing at sea level 334 miles away. To put that in perspective, on a clear day if you stand at the summit of Dankova mountain in Kyrgyzstan you can just see the tip of the peak by the Hindutash Pass: this is the longest ground-based line of sight on earth and it is... 334 miles away.
This was completely coincidental, by the way.
But ti does mean that from the largest mountain in my main story area someone standing on its summit could peer across the plains between and see that peak clearly because the distance between them is only 500 miles!
It is always the little things in worldbuilding that surprise me.
Tuesday, May 31, 2016
Religion in the Streets: Worldbuilding and Realistic Religion
I know, I know - I spend too much time talking about how people are Doing It Wrong, but please remember - I am marinaded in the Old both from studying history for D&D for 80% of my life and as a Catholic theologian.
When people join my campaign they are often surprised by just how darn much religion there is. When I play other places I am shocked how little religion there is. I think there is something anyone doing any world building needs to really, really needs to understand and that is - the relative lack of public religion in contemporary America is, historically speaking, really freakin' weird.
"But, Rick!, " I hear you say, "In America religion is everywhere! You are obviously wrong."
Dream on, sucker. Let me show you some things.
Another objection is 'But RPGs are about worlds where Gods are real and have a direct impact on the world'. Well, guess what? Most religious people are certain God is real and has a direct impact on the world. In other worlds, throughout history and much of the contemporary world people are just as certain in God and such as any NPC in your game. We can make a better/richer/more realistic/more gripping fictional world by examining the Real World.
In real life through history religion is a rather big deal and very, very public. Although I will be focusing on Europe I will point to other places, too.
Let's start by talking about processions. Processions are religious events that involve religious leaders and followers doing what is essentially a parade in public. Here is an article about a good Friday procession from Brooklyn to Manhattan. Here is a video from a procession about a half century ago;
When people join my campaign they are often surprised by just how darn much religion there is. When I play other places I am shocked how little religion there is. I think there is something anyone doing any world building needs to really, really needs to understand and that is - the relative lack of public religion in contemporary America is, historically speaking, really freakin' weird.
"But, Rick!, " I hear you say, "In America religion is everywhere! You are obviously wrong."
Dream on, sucker. Let me show you some things.
Another objection is 'But RPGs are about worlds where Gods are real and have a direct impact on the world'. Well, guess what? Most religious people are certain God is real and has a direct impact on the world. In other worlds, throughout history and much of the contemporary world people are just as certain in God and such as any NPC in your game. We can make a better/richer/more realistic/more gripping fictional world by examining the Real World.
In real life through history religion is a rather big deal and very, very public. Although I will be focusing on Europe I will point to other places, too.
Let's start by talking about processions. Processions are religious events that involve religious leaders and followers doing what is essentially a parade in public. Here is an article about a good Friday procession from Brooklyn to Manhattan. Here is a video from a procession about a half century ago;
Tuesday, August 18, 2015
Law, Chaos, the UK, America, Teutonic Knights, Orcs, and Just What the Heck is Going On With 9th Level Fighters?!
This one is going to be weird, folks, so strap in.
The sons and I were talking about gaming (like we do every day) and about some of our other shared passions; history, the Church, and books. We were also talking about my main campaign and how I was always surprised that the handful of guys that made it to 9th level did not get 'all fortressy' but rather angled to take over existing positions within the game
And why, oh why, would people flock to follow you if, and only if, you did that hugely risky thing?! And not just guys with levels! 0-level men, their wives, their kids! Pilgrims might come and just - settle. I mean, what is going on?
For a while we speculated that the default D&D world is a lot like the America of the past - vast, largely unexplored, and daring people struck out to make their way.
[We had the discussion Sunday, I started writing this Monday, and I saw this in my google+ feed Tuesday. Small world!]
That might be part of it, sure, especially how followers appear and why random encounters sometimes stick around. But does the 'untouched wilderness' really apply to something so Dying Earth as D&D? As the great blog The Hill Cantons points out, based on the wilderness encounter charts the typical AD&D world is littered with ruins of past fortresses, cities, etc. all thrown down to ruin by war or time. And in a manner very similar to North America, D&D wilderness isn't 'untouched', it is full of intelligent being. Berzerkers, cavemen, orcs, hobgoblins, nomads, goblins, kobolds, etc., etc., etc. Heck, you leave patrolled demi-human areas and the 'wilds' are crawling with intelligent creatures. Sure, they're malevolent, but still!
Plus the AD&D world isn't modeled after 2015 North America or even 1975 Europe, is it? No, the 'place in time' of the real world that seems closest to the default assumptions of AD&D is somewhere between 770 AD and 820 AD; yes, yes, this is speculation, but I can talk about that in another post. Sure, there are anachronisms for that but that is my guess.
Now, modern Europe looks like this;
In 800 Europe looked like this;
Look at the differences! As I point out in my second most popular post ever, in the year 1000 AD the place that is now the Berlin Metropolitan Area, the 6th largest city in Europe, was uninhabited, howling wilderness. 780 AD is 400 years before the first Germans settled on the banks of the Spree!
In other words, at the time that seems most like AD&D's assumed setting in history Europe was cheek-by-jowl with howling wilderness and hostile forces.
This means that in the context of the setting and place well behind the curtain of AD&D (Charlemagne's Europe as described in the Matter of France) Europe looked a lot more like 1870's America than most people realize (Although Andy Bartlett did explicitly mention this in the article I linked above). In both places the average person who wanted a better life and who had the courage and resources (or just a lot of courage!) could, and did, set out into the wilderness and start a new life, Heck, that's where little towns like Leipzig and Berlin came from!
There is also the very mildly controversial topic of the Northern Crusades. In a very high level gloss not meant to dive into the complex, nuanced issues associated with the Northern Crusades, but only to illustrate how it relates to the point at hand over a century of mutual conflict between pagan peoples in North/Northeastern Europe with the Catholic nations to their West and Orthodox nations of their East, where peaceful missionary and diplomatic activity failed, led to a call for a Crusade and a subdual of the pagans by force in the belief that decisive victory would cause the interminable wars to end.
What followed was some pretty serious and organized expansion and battles from the West. Part of this was having some of the toughest fighters from the West build fortresses in the pagan areas, establish domains, and maintain the peace.
Sound familiar?
Heck, sometimes when there were no opportunities to set up in established areas tough, popular leaders would travel even beyond the pagan lands, set of a stronghold, 'subdue the wilderness', and attract people who wanted a better life who could count on the protection of this leader from bandits, etc.
That had better sound familiar!
So there is, interesting enough, at least one historical period where something vaguely like Name-level characters starting the 'domain game' did occur, which is pretty cool.
But I think there is a bit more meta going on, here. In Three Hearts and Three Lions (as well as other books, like Operation Chaos) the author speaks of Law and Chaos as being opposed to each other in a sort of ongoing struggle. But this concept of Anderson's (that seems to have also influenced Dickson in The Dragon and the George) is a lot more complex and nuanced than the shallow, never actually quantified, Law vs. Chaos of Moorcock. Anderson's Law and Chaos (as well as Dickson's Chance and History) are very much about Virtue/Civilization/Good (Law/History) against Amorality/Wilderness/Evil (Chaos/Chance).
This was explicitly stated in Three Hearts and Three Lions;
This sort of 'axis' is pretty clear in OD&D where you are Lawful (good) or Chaotic (bad) and it was very much a fantastical experience of fey vs. man.
But it is more complex and such in AD&D with both the Law/Chaos and Good/Evil axis and the Neutral section. But the core concept remains valid: when a party goes into the (wild, uncivilized) dungeon and destroys monsters the PCs are championing civilization against it's opposite, wildness; when a Lord goes into the wilderness, builds a stronghold, attracts followers, etc. he is championing civilization versus wildness, just on a different level.
And no, I am avoiding the term 'barbarism' for a reason; woad-painted warriors, nomadic tribesman, etc., can be forces for Law or Chaos, it depends upon if they build or destroy, if they are trustworthy or capricious as a people.
In my post on how I handle religion in my campaign I mention that the big divide between demi-humans and humanoids is if they are (in general) within the Church or outside of it. But the difference is also 'do those races build civilizations or destroy them?'. Sure, hobgoblins, orcs, etc. are organized, they have skills, etc. But they are wreckers, not creators. In my world they have no cities, they live in what they capture from demi-humans and humans; they have no trade, only plunder; they have slaves who often are worked to death; they have at best war chants but no music, enough writing to issue orders but no literature; etc. Where they go they push back civilization, scrubbing away cities and towns, fences and fields, and leaving behind only brambles, thickets, end desolate ruins.
So a fighter, wizard, or cleric going into the wilds, building a strong place, attracting followers, and all the rest is, in a very real way, pushing back darkness, ignorance, savagery, and evil. Where there were brambles and thickets he puts fields and orchards; where there was a bare hill he puts a cozy home; where there was darkness there are the lights of a village; where there was isolation and fear he puts friendship and hope.
No wonder those who want a better life follow.
So why do 9th level fighters spend all that money and take all that risk? Because they are fighting evil an a new, more important, way.
The sons and I were talking about gaming (like we do every day) and about some of our other shared passions; history, the Church, and books. We were also talking about my main campaign and how I was always surprised that the handful of guys that made it to 9th level did not get 'all fortressy' but rather angled to take over existing positions within the game
What I mean is the few characters to hit name level who could then establish a demense all finagled with NPC rulers to take over existing fiefdoms rather than build from scratch.Which is, naturally, fine. My oldest speculated that he, himself, might never build beyond the border because there were so many interesting places on the map already; Dwarf Hill, Wyvern Keep, Skull Mountain, the Vanishing Manor, the Tower of the Air, etc. But then we began speculating;
Why is the assumption that everyone from warriors to priests to mages will strike out into deep wilderness and hack out a corner for themselves?I mean, think about it; that is a tremendous amount of expense and risk. Why not do what people in my campaign did and just - get a promotion and retire rather than contend with plague, famine, and orc hordes?
And why, oh why, would people flock to follow you if, and only if, you did that hugely risky thing?! And not just guys with levels! 0-level men, their wives, their kids! Pilgrims might come and just - settle. I mean, what is going on?
For a while we speculated that the default D&D world is a lot like the America of the past - vast, largely unexplored, and daring people struck out to make their way.
[We had the discussion Sunday, I started writing this Monday, and I saw this in my google+ feed Tuesday. Small world!]
That might be part of it, sure, especially how followers appear and why random encounters sometimes stick around. But does the 'untouched wilderness' really apply to something so Dying Earth as D&D? As the great blog The Hill Cantons points out, based on the wilderness encounter charts the typical AD&D world is littered with ruins of past fortresses, cities, etc. all thrown down to ruin by war or time. And in a manner very similar to North America, D&D wilderness isn't 'untouched', it is full of intelligent being. Berzerkers, cavemen, orcs, hobgoblins, nomads, goblins, kobolds, etc., etc., etc. Heck, you leave patrolled demi-human areas and the 'wilds' are crawling with intelligent creatures. Sure, they're malevolent, but still!
Plus the AD&D world isn't modeled after 2015 North America or even 1975 Europe, is it? No, the 'place in time' of the real world that seems closest to the default assumptions of AD&D is somewhere between 770 AD and 820 AD; yes, yes, this is speculation, but I can talk about that in another post. Sure, there are anachronisms for that but that is my guess.
Now, modern Europe looks like this;
In 800 Europe looked like this;
Look at the differences! As I point out in my second most popular post ever, in the year 1000 AD the place that is now the Berlin Metropolitan Area, the 6th largest city in Europe, was uninhabited, howling wilderness. 780 AD is 400 years before the first Germans settled on the banks of the Spree!
In other words, at the time that seems most like AD&D's assumed setting in history Europe was cheek-by-jowl with howling wilderness and hostile forces.
This means that in the context of the setting and place well behind the curtain of AD&D (Charlemagne's Europe as described in the Matter of France) Europe looked a lot more like 1870's America than most people realize (Although Andy Bartlett did explicitly mention this in the article I linked above). In both places the average person who wanted a better life and who had the courage and resources (or just a lot of courage!) could, and did, set out into the wilderness and start a new life, Heck, that's where little towns like Leipzig and Berlin came from!
There is also the very mildly controversial topic of the Northern Crusades. In a very high level gloss not meant to dive into the complex, nuanced issues associated with the Northern Crusades, but only to illustrate how it relates to the point at hand over a century of mutual conflict between pagan peoples in North/Northeastern Europe with the Catholic nations to their West and Orthodox nations of their East, where peaceful missionary and diplomatic activity failed, led to a call for a Crusade and a subdual of the pagans by force in the belief that decisive victory would cause the interminable wars to end.
What followed was some pretty serious and organized expansion and battles from the West. Part of this was having some of the toughest fighters from the West build fortresses in the pagan areas, establish domains, and maintain the peace.
Sound familiar?
Heck, sometimes when there were no opportunities to set up in established areas tough, popular leaders would travel even beyond the pagan lands, set of a stronghold, 'subdue the wilderness', and attract people who wanted a better life who could count on the protection of this leader from bandits, etc.
That had better sound familiar!
So there is, interesting enough, at least one historical period where something vaguely like Name-level characters starting the 'domain game' did occur, which is pretty cool.
But I think there is a bit more meta going on, here. In Three Hearts and Three Lions (as well as other books, like Operation Chaos) the author speaks of Law and Chaos as being opposed to each other in a sort of ongoing struggle. But this concept of Anderson's (that seems to have also influenced Dickson in The Dragon and the George) is a lot more complex and nuanced than the shallow, never actually quantified, Law vs. Chaos of Moorcock. Anderson's Law and Chaos (as well as Dickson's Chance and History) are very much about Virtue/Civilization/Good (Law/History) against Amorality/Wilderness/Evil (Chaos/Chance).
This was explicitly stated in Three Hearts and Three Lions;
"Holger got the idea that a perpetual struggle went on between primeval forces of Law and Chaos. No, not forces exactly. Modes of existence? A terrestrial reflection of the spiritual conflict between heaven and hell? In any case, humans were the chief agents on earth of Law, though most of them were so only unconsciously and some, witches and warlocks and evildoers, had sold out to Chaos."It is also essentially stated that the Church is Law while Chaos is a tool of the Devil. The faerie and their uncaring capriciousness? Chaos, because they could not be trusted.
Despite the desire of contemporary people to think of the faerie/sidhe as fun-loving hippies in folklore they're are much, much more like the Weeping Angels - inhuman, utterly other creatures that if you were lucky will only cast you decades through time away from all you know and love.
This sort of 'axis' is pretty clear in OD&D where you are Lawful (good) or Chaotic (bad) and it was very much a fantastical experience of fey vs. man.
But it is more complex and such in AD&D with both the Law/Chaos and Good/Evil axis and the Neutral section. But the core concept remains valid: when a party goes into the (wild, uncivilized) dungeon and destroys monsters the PCs are championing civilization against it's opposite, wildness; when a Lord goes into the wilderness, builds a stronghold, attracts followers, etc. he is championing civilization versus wildness, just on a different level.
And no, I am avoiding the term 'barbarism' for a reason; woad-painted warriors, nomadic tribesman, etc., can be forces for Law or Chaos, it depends upon if they build or destroy, if they are trustworthy or capricious as a people.
In my post on how I handle religion in my campaign I mention that the big divide between demi-humans and humanoids is if they are (in general) within the Church or outside of it. But the difference is also 'do those races build civilizations or destroy them?'. Sure, hobgoblins, orcs, etc. are organized, they have skills, etc. But they are wreckers, not creators. In my world they have no cities, they live in what they capture from demi-humans and humans; they have no trade, only plunder; they have slaves who often are worked to death; they have at best war chants but no music, enough writing to issue orders but no literature; etc. Where they go they push back civilization, scrubbing away cities and towns, fences and fields, and leaving behind only brambles, thickets, end desolate ruins.
So a fighter, wizard, or cleric going into the wilds, building a strong place, attracting followers, and all the rest is, in a very real way, pushing back darkness, ignorance, savagery, and evil. Where there were brambles and thickets he puts fields and orchards; where there was a bare hill he puts a cozy home; where there was darkness there are the lights of a village; where there was isolation and fear he puts friendship and hope.
No wonder those who want a better life follow.
So why do 9th level fighters spend all that money and take all that risk? Because they are fighting evil an a new, more important, way.
Friday, December 12, 2014
Building a World: The Regional Map
This is the result of a bit of doodling on Hexographer. Each hex = 9 miles/3 leages.
My dear wife, whose marine biology studies in college involved a LOT of work in marshes, likes the swamps, etc.
Next time - world maps!
Sidenote: If Hexographer had existed in 1980 - 1995 it would have had an additional 4 hours of life a week. Or a lot more mapsI haven't done any smoothing nor added any towns, cities, etc. Or roads.
My dear wife, whose marine biology studies in college involved a LOT of work in marshes, likes the swamps, etc.
Next time - world maps!
Friday, December 5, 2014
Building a World, the Big Ideas: The Patchwork Lands
If you don't already know this, I have 5 sons. 4 of them are old enough to play RPGs and, for some odd reason, they love 'em.
I know - weird.
Anyway, for many years I talked about how much I enjoy Rolemaster so, about 4 years ago, the 5 of us started acquiring Rolemaster FRPG and we soon had, essentially, All The Books. The kids read the rules, the kids love the rules, so - time for a game or two!
They liked actually playing, so it was time for a decision:
I chose world building!
For those of you who don't know, Rolemaster has a lot of classes, a lot of skills (especially RMFRPG), a lot of types of magic, and a lot of races and cultures. While this means there is a great deal of flexibility in what you can put into a world it threatens analysis paralysis - so many choices you never choose. To overcome this I decided to do a high-level description of the world, pick an overall tone, throw in a "shocking" concept critical to the world and its development, and limit the classes and races a bit as first steps.
**Spoilers Follow - Players in my campaign should stop now!**
I mean it, kids!
So I started by limiting playable races to dwarf, halfling, elves (wood, grey, high), half-orc, half-elf, and human (common, high, and mixed) (all cultures from the core book and Character Law).
NPC races I limited to all listed as Subterranean, the Orloc, and the Quishad. The Fey also exist. So gnomes, kobolds, orcs, etc. are out there but no lionmen, wolfmen, reptilemen, etc. as full blown races. Hidden pockets of them may lurk about, but they are going to be mythical/legendary at best.
I'll admit: I didn't limit classes very much at all! I mainly kept the semi-spell users and hybrid magic users to the 'most common'.
For overall tone I wanted to whipsaw around a bit. As I have mentioned before Blackstone has a 'manifest destiny' feel to it with the players in a powerful Human kingdom as it starts expanding against neighboring evil nations. Seaward is largely a 'frontier outpost' setting with the characters in a small, remote kingdom trying to defend the innocent from marauders. So I want the new campaign to not look too much like either but have plenty of room to adventure.
I decided the PC-level setting will look like the Italian City-States - many small nations, in relatively close proximity, with intrigue, politics, and such but also a wide mix of cultures, plenty of chances to travel, and the like. As i sketched out what the local map would look like (which includes enough mountains, thick forests, etc. for plenty of monsters!) I decided on the name the Patchwork Lands for both the regional map and the campaign.
But I also decided that the overall setting is going to be much more of a 'Lost Ages Past' world, hopefully evoking an overall aura akin to Clark Ashton Smith's Zothique Cycle. So I wanted everything to have a feeling of being very, very old and of the world being very, very big.
To start with, I made the planet physically huge - double the Earth's diameter, as a matter of fact. Gravity will be the same (well; the creatures that live there all act normally, how's that?) because I'll-figure-that-out-as-I-go/magic. The world map clusters a few continents together and then has three more scattered about. The continental cluster will be Very Dangerous on its east and have a vast ocean (as in '20,000 miles across at its widest' vast) to its west, creating a situation where the scattered continents are 'lost in legend' distant from the campaign center.
The 'feeling old' part is tough, so I shelved it for a few - along with the 'shocking concept' because nothing had hit me as of yet.
So I had very rough sketches of a world map and a regional map, a gigantic world, and a desire for things to have the weight of ages upon them. Looking at the races I noted that several (elves, orlocs, quishadi, black orcs) are immortal and some (notably high men) live a very long time. There was a not in the Creatures book that orlocs 'existed in the long ages before men' and 'created the quishad' at which point I had an idea that led to the shocking concept (well - two related concepts).
I started blocking in a long history covering more than 300 million years (most of it in very broad strokes, obviously). but throughout the history the world is marked with the appearance of new, intelligent races and with some of these races suddenly becoming immortal or (in one case) very long-lived. Each race that becomes immortal faces an inevitable decline.
This is one of the two shocking concepts - virtually all of the intelligence races on the world are from elsewhere, mainly arriving from other worlds via space travel, some created by science or magic. The orloc, for example, came in a colony ship. The elves from a scout ship, the humans from a heavily-damaged ship that had a jump drive malfunction (a ship that is still in orbit!). Dwarves from a parallel dimension, etc.
Halflings are the result of scientific experiments on humans, orcs the result of magic experiments gone wrong by elves.
The other concept - this large, old, odd planet attracts these visitors, draws them in because of the powers and spells of the vastly old, almost completely forgotten natives of the world, the super-intelligent reptile-men that ruled the world for half a billion years before vanishing two full Ice Ages ago. Facing a world of no offspring they struck a foul pact for immortality, unaware that the cost was a loss of their essential racial vitality.
The races that learn of the reptile-men are drawn to their centers of power and allowed to bargain for favors. Creating bargains similar to the very one they, themselves, made the reptile-men offer gifts, knowledge and, eventually, immortality.
Those races that choose immortality give up some little part of their species' long-term vigor to the reptile-men. The humans that became high men were suspicious and 'just' took long lives, limiting the damage. Eventually, over eons, the reptile-men will have enough of whatever it is that they are gathering to return to their world full of the vigor they, themselves, traded for immortality all those hundreds of millions of years before.
This 'backdrop' allows me to explain the rise and fall of races and empires, have a sort of 'hidden threat' lurking about, provides a secret history of the world, makes the world pretty creepy underneath the surface, and certainly makes it feel very old when I think and talk about it.
Now that the Big Ideas and a framework of history was in place, time for more detail, which will be my next post.
I know - weird.
Anyway, for many years I talked about how much I enjoy Rolemaster so, about 4 years ago, the 5 of us started acquiring Rolemaster FRPG and we soon had, essentially, All The Books. The kids read the rules, the kids love the rules, so - time for a game or two!
They liked actually playing, so it was time for a decision:
Place the adventures in either Blackstone (my 8 year old AD&D 2e campaign world) or Seaward (my 35+ year old AD&D 1e campaign)?
or
Use an packaged campaign world made for Rolemaster?
or
Just sort of let a campaign world grow from the bottom up as we play?
or
Engage in a bit of world building?
I chose world building!
For those of you who don't know, Rolemaster has a lot of classes, a lot of skills (especially RMFRPG), a lot of types of magic, and a lot of races and cultures. While this means there is a great deal of flexibility in what you can put into a world it threatens analysis paralysis - so many choices you never choose. To overcome this I decided to do a high-level description of the world, pick an overall tone, throw in a "shocking" concept critical to the world and its development, and limit the classes and races a bit as first steps.
**Spoilers Follow - Players in my campaign should stop now!**
I mean it, kids!
So I started by limiting playable races to dwarf, halfling, elves (wood, grey, high), half-orc, half-elf, and human (common, high, and mixed) (all cultures from the core book and Character Law).
NPC races I limited to all listed as Subterranean, the Orloc, and the Quishad. The Fey also exist. So gnomes, kobolds, orcs, etc. are out there but no lionmen, wolfmen, reptilemen, etc. as full blown races. Hidden pockets of them may lurk about, but they are going to be mythical/legendary at best.
I'll admit: I didn't limit classes very much at all! I mainly kept the semi-spell users and hybrid magic users to the 'most common'.
For overall tone I wanted to whipsaw around a bit. As I have mentioned before Blackstone has a 'manifest destiny' feel to it with the players in a powerful Human kingdom as it starts expanding against neighboring evil nations. Seaward is largely a 'frontier outpost' setting with the characters in a small, remote kingdom trying to defend the innocent from marauders. So I want the new campaign to not look too much like either but have plenty of room to adventure.
I decided the PC-level setting will look like the Italian City-States - many small nations, in relatively close proximity, with intrigue, politics, and such but also a wide mix of cultures, plenty of chances to travel, and the like. As i sketched out what the local map would look like (which includes enough mountains, thick forests, etc. for plenty of monsters!) I decided on the name the Patchwork Lands for both the regional map and the campaign.
But I also decided that the overall setting is going to be much more of a 'Lost Ages Past' world, hopefully evoking an overall aura akin to Clark Ashton Smith's Zothique Cycle. So I wanted everything to have a feeling of being very, very old and of the world being very, very big.
To start with, I made the planet physically huge - double the Earth's diameter, as a matter of fact. Gravity will be the same (well; the creatures that live there all act normally, how's that?) because I'll-figure-that-out-as-I-go/magic. The world map clusters a few continents together and then has three more scattered about. The continental cluster will be Very Dangerous on its east and have a vast ocean (as in '20,000 miles across at its widest' vast) to its west, creating a situation where the scattered continents are 'lost in legend' distant from the campaign center.
The 'feeling old' part is tough, so I shelved it for a few - along with the 'shocking concept' because nothing had hit me as of yet.
So I had very rough sketches of a world map and a regional map, a gigantic world, and a desire for things to have the weight of ages upon them. Looking at the races I noted that several (elves, orlocs, quishadi, black orcs) are immortal and some (notably high men) live a very long time. There was a not in the Creatures book that orlocs 'existed in the long ages before men' and 'created the quishad' at which point I had an idea that led to the shocking concept (well - two related concepts).
I started blocking in a long history covering more than 300 million years (most of it in very broad strokes, obviously). but throughout the history the world is marked with the appearance of new, intelligent races and with some of these races suddenly becoming immortal or (in one case) very long-lived. Each race that becomes immortal faces an inevitable decline.
This is one of the two shocking concepts - virtually all of the intelligence races on the world are from elsewhere, mainly arriving from other worlds via space travel, some created by science or magic. The orloc, for example, came in a colony ship. The elves from a scout ship, the humans from a heavily-damaged ship that had a jump drive malfunction (a ship that is still in orbit!). Dwarves from a parallel dimension, etc.
Halflings are the result of scientific experiments on humans, orcs the result of magic experiments gone wrong by elves.
The other concept - this large, old, odd planet attracts these visitors, draws them in because of the powers and spells of the vastly old, almost completely forgotten natives of the world, the super-intelligent reptile-men that ruled the world for half a billion years before vanishing two full Ice Ages ago. Facing a world of no offspring they struck a foul pact for immortality, unaware that the cost was a loss of their essential racial vitality.
The races that learn of the reptile-men are drawn to their centers of power and allowed to bargain for favors. Creating bargains similar to the very one they, themselves, made the reptile-men offer gifts, knowledge and, eventually, immortality.
Those races that choose immortality give up some little part of their species' long-term vigor to the reptile-men. The humans that became high men were suspicious and 'just' took long lives, limiting the damage. Eventually, over eons, the reptile-men will have enough of whatever it is that they are gathering to return to their world full of the vigor they, themselves, traded for immortality all those hundreds of millions of years before.
This 'backdrop' allows me to explain the rise and fall of races and empires, have a sort of 'hidden threat' lurking about, provides a secret history of the world, makes the world pretty creepy underneath the surface, and certainly makes it feel very old when I think and talk about it.
Now that the Big Ideas and a framework of history was in place, time for more detail, which will be my next post.
Wednesday, October 22, 2014
When the Wise Man Points at the Moon the Fool Looks at the Wise Man's Finger
[Sorry for the light writing, but October is a busy month around my house with 3 birthdays in 2 weeks.]
Over the weekend I was talking with my sons about gaming (ok, ok - that can describe every day) when the oldest, J., and I had this exchange:
J: "Didn't some of the high-level wizards in Greyhawk keep clones on their moon?"
Me: "Yup"
J: "How'd they get there?"
Me: "How do you think?"
J: "Well, maybe the air doesn't end between the surface and the moon, there. Or maybe they had something like an Apparatus of Kwalish that could fly."
Me: "Think easier."
J: .... "Hey! Teleport! Holy Moley - they can see the destination! It isn't even tough! And if they have Teleport without Error it's a cakewalk! Wow! The implications are HUGE!"
Yes. Yes, they are.
Let's talk about Teleport and the implications, shall we?
First, the AD&D 1e (and OSRIC) description of Teleport is pretty fun: It can't cross dimensional boundaries, but distance isn't a factor. That's pretty cool. Add in that the description says 'instantly' so there is no lag. It can be dangerous, though - if you aren't very familiar with where you are going you might end up rather dead. It is certainly meant mainly as a 'get out of jail free' card - in a tight spot you and your pals can get home. And if you are willing to accept some risk you could ambush the jeebers out of someone.
But can you go to the moon?
Well, on a clear night you can see the moon, right? Sure, it is far away, but distance means nothing to the spell. I might argue that your inability to see precise details at the incredible range means you'd max out at 'seen casually' until you actually got there, but that risk isn't that bad, and you could mitigate it a little. And once you got there you could certainly find some place, spend a few days there, and have a 'carefully studied' target location for future trips.
So, yeah - it looks like any 9th+ level wizard with access to the Teleport spell has Faster Than Light space travel, at least to the moon. And if, like me, you have Teleport without Error in your campaign that means that 14th+ level wizards can do so with essentially no risk!
"But Rick," you say, "The moon is an arid, airless rock! Who could live there?"
Well, your moon(s) could be different. A little air, maybe a bit of water like a desert? Or perhaps it is another world; unique plants, animals, even its own humanoids and civilizations.
Sounds like a lot of work, huh?
But even if it is an arid, airless rock - that's awesome! Between Necklaces of Adaptation, Helms of Underwater Action, and spells a powerful mage is going to see vacuum as a feature, not a bug. After all, it makes his remote wizard's tower even harder to attack, right?
Imagine it! An archmage's tower jutting up from the rim of a lunar crater, the crater itself 'roofed over' with Walls of Force and filled with a massive garden and small forest. Other Walls of Force keeping air within the tower. Occasionally servants of the archmage venture out in an Apparatus of Kwalish to retrieve unique gemstones for their master's research.
Then ages pass. The overgrown garden is withered and desiccated in the vacuum decades after the Walls of Force failed. The now-airless tower still looms over the lifeless moonscape as the archmage lich, unconcerned with breathing, watches over his sterile kingdom....
That could be a ton of fun.
Or perhaps the moon is a secret dock for spelljammers and powerful mages control the (rather exotic) trade with other spheres and treat any newcomer as competition or a smuggler?
Or the moon is the headquarters for an illithid invasion. Or it is the forgotten birthplace of the elves and is still populated by a strange elven race with access to unique magic. Or there is air between the planet and the moon and the moon is the breeding ground and nesting place for the most powerful dragons - the only creatures powerful enough to fly that vast distance. The catch is only the youngest, weakest dragons remain on the planet, meaning that the youngest, weakest moon dragons are larger, smarter, and tougher than any great elder wyrm ever seen....
No, I'm not done.
Think of the planets!
"Whoa, whoa, WHOA!" you say, "Rick, I might let a powerful mage Teleport to the moon with great risk, but planets?! They're just points of light in the sky! I wouldn't even allow a PC to Teleport as 'casually seen!"
Yeah. I wouldn't either. Or I might let you and have you end up in deep space or the center of the planet.
But!
Let's say your mage has been to the moon. She thinks it is nice, but too crowded. Planets are interesting because they act unusually - what if they're like the moon, but further away? Your 15th level mage knows how hideously risky it would be to Teleport towards something so obscure, but she has an idea.
Ever read the description of the spell Clairvoyance? I mean, really looked at it, especially since you read about jaunting to the moon? Guess what? In 1e, OSRIC, etc. it's like Teleport:
No range, it just can't cross the planes.
So if a curious and ambitious mage of sufficient power were to want to they could, over the course of weeks, easily cast Clairvoyance multiple times on a planet until they 'zoomed in' on the surface and could get a clear look at it. They could scan for a safe place to 'land', learn about any local plant or animal life, etc. long before they actually went there.
Oh, and Crystal Balls work the same way, even with time limits.
And I don't know about you, but if a 9th level magic-user had Clairvoyance active and attempted to Teleport to the scryed location, I would probably rule that to be 'studied carefully' and no risk at all for Teleport without Error.
If I may engage in a little emotional display.
ahem
Sweet Baby John the Baptist! Do you know what this means?! This means every wizard that knows both Clairvoyance and Teleport is effectively a one-man space program with access to FTL travel!
If you have Teleport without Error or similar in your campaign it means there isn't even that much risk involved!
Let that sink in for a moment. Savor the possibilities. Here's a few off the top of my head:
- Multi-genre adventures in any campaign.
- Every intelligent race came from other planets
- Evil space-thieves smuggling blaster rifles to the Hobgoblin King
- Encounters with a group of people in strange clothes that ask to be 'beamed up' and then vanish in front of the players
- The ability to hire mercenaries from another planet
- Remaking Episode I in my 1e campaign with monks FROM SPACE, bards FROM SPACE, and a horde of zombies for the bad guys
I mean, talking about what could be done with this would be a year of blog posts.
So - what are YOU going to do with space-mages?
Over the weekend I was talking with my sons about gaming (ok, ok - that can describe every day) when the oldest, J., and I had this exchange:
J: "Didn't some of the high-level wizards in Greyhawk keep clones on their moon?"
Me: "Yup"
J: "How'd they get there?"
Me: "How do you think?"
J: "Well, maybe the air doesn't end between the surface and the moon, there. Or maybe they had something like an Apparatus of Kwalish that could fly."
Me: "Think easier."
J: .... "Hey! Teleport! Holy Moley - they can see the destination! It isn't even tough! And if they have Teleport without Error it's a cakewalk! Wow! The implications are HUGE!"
Yes. Yes, they are.
Let's talk about Teleport and the implications, shall we?
First, the AD&D 1e (and OSRIC) description of Teleport is pretty fun: It can't cross dimensional boundaries, but distance isn't a factor. That's pretty cool. Add in that the description says 'instantly' so there is no lag. It can be dangerous, though - if you aren't very familiar with where you are going you might end up rather dead. It is certainly meant mainly as a 'get out of jail free' card - in a tight spot you and your pals can get home. And if you are willing to accept some risk you could ambush the jeebers out of someone.
But can you go to the moon?
Well, on a clear night you can see the moon, right? Sure, it is far away, but distance means nothing to the spell. I might argue that your inability to see precise details at the incredible range means you'd max out at 'seen casually' until you actually got there, but that risk isn't that bad, and you could mitigate it a little. And once you got there you could certainly find some place, spend a few days there, and have a 'carefully studied' target location for future trips.
So, yeah - it looks like any 9th+ level wizard with access to the Teleport spell has Faster Than Light space travel, at least to the moon. And if, like me, you have Teleport without Error in your campaign that means that 14th+ level wizards can do so with essentially no risk!
"But Rick," you say, "The moon is an arid, airless rock! Who could live there?"
Well, your moon(s) could be different. A little air, maybe a bit of water like a desert? Or perhaps it is another world; unique plants, animals, even its own humanoids and civilizations.
Sounds like a lot of work, huh?
But even if it is an arid, airless rock - that's awesome! Between Necklaces of Adaptation, Helms of Underwater Action, and spells a powerful mage is going to see vacuum as a feature, not a bug. After all, it makes his remote wizard's tower even harder to attack, right?
Imagine it! An archmage's tower jutting up from the rim of a lunar crater, the crater itself 'roofed over' with Walls of Force and filled with a massive garden and small forest. Other Walls of Force keeping air within the tower. Occasionally servants of the archmage venture out in an Apparatus of Kwalish to retrieve unique gemstones for their master's research.
Then ages pass. The overgrown garden is withered and desiccated in the vacuum decades after the Walls of Force failed. The now-airless tower still looms over the lifeless moonscape as the archmage lich, unconcerned with breathing, watches over his sterile kingdom....
That could be a ton of fun.
Or perhaps the moon is a secret dock for spelljammers and powerful mages control the (rather exotic) trade with other spheres and treat any newcomer as competition or a smuggler?
Or the moon is the headquarters for an illithid invasion. Or it is the forgotten birthplace of the elves and is still populated by a strange elven race with access to unique magic. Or there is air between the planet and the moon and the moon is the breeding ground and nesting place for the most powerful dragons - the only creatures powerful enough to fly that vast distance. The catch is only the youngest, weakest dragons remain on the planet, meaning that the youngest, weakest moon dragons are larger, smarter, and tougher than any great elder wyrm ever seen....
No, I'm not done.
Think of the planets!
"Whoa, whoa, WHOA!" you say, "Rick, I might let a powerful mage Teleport to the moon with great risk, but planets?! They're just points of light in the sky! I wouldn't even allow a PC to Teleport as 'casually seen!"
Yeah. I wouldn't either. Or I might let you and have you end up in deep space or the center of the planet.
But!
Let's say your mage has been to the moon. She thinks it is nice, but too crowded. Planets are interesting because they act unusually - what if they're like the moon, but further away? Your 15th level mage knows how hideously risky it would be to Teleport towards something so obscure, but she has an idea.
Ever read the description of the spell Clairvoyance? I mean, really looked at it, especially since you read about jaunting to the moon? Guess what? In 1e, OSRIC, etc. it's like Teleport:
No range, it just can't cross the planes.
So if a curious and ambitious mage of sufficient power were to want to they could, over the course of weeks, easily cast Clairvoyance multiple times on a planet until they 'zoomed in' on the surface and could get a clear look at it. They could scan for a safe place to 'land', learn about any local plant or animal life, etc. long before they actually went there.
Oh, and Crystal Balls work the same way, even with time limits.
And I don't know about you, but if a 9th level magic-user had Clairvoyance active and attempted to Teleport to the scryed location, I would probably rule that to be 'studied carefully' and no risk at all for Teleport without Error.
If I may engage in a little emotional display.
ahem
Sweet Baby John the Baptist! Do you know what this means?! This means every wizard that knows both Clairvoyance and Teleport is effectively a one-man space program with access to FTL travel!
If you have Teleport without Error or similar in your campaign it means there isn't even that much risk involved!
Let that sink in for a moment. Savor the possibilities. Here's a few off the top of my head:
- Multi-genre adventures in any campaign.
- Every intelligent race came from other planets
- Evil space-thieves smuggling blaster rifles to the Hobgoblin King
- Encounters with a group of people in strange clothes that ask to be 'beamed up' and then vanish in front of the players
- The ability to hire mercenaries from another planet
- Remaking Episode I in my 1e campaign with monks FROM SPACE, bards FROM SPACE, and a horde of zombies for the bad guys
I mean, talking about what could be done with this would be a year of blog posts.
So - what are YOU going to do with space-mages?
Tuesday, October 7, 2014
Role Playing, Roll Playing, and Can We Just Get Back to Monsters, Please?
There is a debate going on about what is a 'real role playing game and what isn't; whether light mechanics is better ot if crunchy is better; if narrative and story trump spontaneity; and about how important the Gm is and how much power he has or if you even need a GM. Or dice. Or rules.
No, don't go look. This stuff was a hot topic in 1979, 1982, 1985, etc. and still will be next week, next month, and long after I am dead, may that day be far from me.
Want to know my position? I have two of them, really.
1) If you think it is role playing and enjoy it I won't say you're wrong, but I reserve the right to ignore you.
2) If you think what other people are doing isn't role playing you have the right to ignore them but if you say they're wrong you deserve the arguments you get.
There are tons of definitions of role playing game out there. I throw some of them around from time to time (my personal one is 'people play at being fake people and have fun') but the very idea of a role playing game is so broad....
Indeed, let's talk about that for a minute. I have played in groups where people showed up in costume and spoke in character before, during, and after the game. The entire "I am in character until I record the DVD commentary" approach. And I've played in groups where the table talk was 'Frank's fighter will smash in the door and my thief will look for ambushes'.
Both fun.
And that huge range in between is the D&D sweet spot! You know what I mean - you refer to characters in the third person by name, the DM is in character for some, but not all, NPCs, and you speak 'in character' only at key junctures. Most of the campaigns I see are like that and you know what? It is role playing.
Let me give you an example from my table.
My oldest son, J., is a, well, a firebrand. He is tall, broad-shouldered, and looks like an Aryan poster child (blond hair, blue eyes, strong jaw, etc.). He has a strong voice, a hearty laugh, and a quick smile. He is a natural leader, loves meeting people, and is very charming and outgoing.
My next oldest, A., is very similar in some ways, but not in others. He is younger so isn't as tall and broad, yet. He has black hair, hazel eyes, and a quiet demeanor with a sort of calm poise that makes even strangers very comfortable around him. He is the master of the quiet quip and perfectly timed humorous pause. Where J. is bold and a touch reckless A. is more likely to be prepared for anything. Where people come to J. for a laugh they come to A. for advice.
Now, in Blackstone I J. plays Mournglow, a magic-user, and A. plays Doomsman, a conan-esque barbarian swordmaster.
At my table they very rarely speak in character but let me show you how a single event proved they were taking on the role ('role playing') of their character.
A scouting party from an orcish army had established a hasty timber fortification on the near bank of a river ford in preparation for the arrival of the main body of troops. The party realized they had to either capture or destroy the small fort if they hoped to stop the army.
J. announced that Mournglow had a plan - the party would slip forward through the chest-high grass until they were within 60 yards of the closest orcish guards then use coordinated spells and missiles to kill as many orcs as possible as quickly as possible, hoping the shock would cause them to flee. Doomsman would protect the casters and archer (a thief) by staying close.
Pretty soon the party is on hands and knees, creeping through the grass. after about 5 rounds of this A. says,
"Nah. Doomsman stands up, unsheathes his great sword, and runs towards the orcs."
The orcs see him almost immediately and start firing bows at him. The rest of the party keeps hurrying along on hands and knees.But the orcs underestimate one man and Doomsman gets to the entrance to the fort and keeps the orcs from shutting the gate long enough for the party to arrive and wipe out the terrified survivors.
But the take away is - my brash son came up with a cautious plan because his character, Mournglow, is cautious. My cautious son acted in a brash manner because his character, Doomsman, is brash.
Did they speak with a faux accent?
No.
Did they speak in character?
No.
Did they spend 20 minutes discussing backstory, fake emotions, or 'off-screen' NPCs?
No.
Were their words and actions important to overarching plots, the narrative, etc?
No.
Were they role playing?
Yes.
Were they having fun?
Hell, yeah.
So, if you want to know my position on role playing, there it is.
No, don't go look. This stuff was a hot topic in 1979, 1982, 1985, etc. and still will be next week, next month, and long after I am dead, may that day be far from me.
Want to know my position? I have two of them, really.
1) If you think it is role playing and enjoy it I won't say you're wrong, but I reserve the right to ignore you.
2) If you think what other people are doing isn't role playing you have the right to ignore them but if you say they're wrong you deserve the arguments you get.
There are tons of definitions of role playing game out there. I throw some of them around from time to time (my personal one is 'people play at being fake people and have fun') but the very idea of a role playing game is so broad....
Indeed, let's talk about that for a minute. I have played in groups where people showed up in costume and spoke in character before, during, and after the game. The entire "I am in character until I record the DVD commentary" approach. And I've played in groups where the table talk was 'Frank's fighter will smash in the door and my thief will look for ambushes'.
Both fun.
And that huge range in between is the D&D sweet spot! You know what I mean - you refer to characters in the third person by name, the DM is in character for some, but not all, NPCs, and you speak 'in character' only at key junctures. Most of the campaigns I see are like that and you know what? It is role playing.
Let me give you an example from my table.
My oldest son, J., is a, well, a firebrand. He is tall, broad-shouldered, and looks like an Aryan poster child (blond hair, blue eyes, strong jaw, etc.). He has a strong voice, a hearty laugh, and a quick smile. He is a natural leader, loves meeting people, and is very charming and outgoing.
My next oldest, A., is very similar in some ways, but not in others. He is younger so isn't as tall and broad, yet. He has black hair, hazel eyes, and a quiet demeanor with a sort of calm poise that makes even strangers very comfortable around him. He is the master of the quiet quip and perfectly timed humorous pause. Where J. is bold and a touch reckless A. is more likely to be prepared for anything. Where people come to J. for a laugh they come to A. for advice.
Now, in Blackstone I J. plays Mournglow, a magic-user, and A. plays Doomsman, a conan-esque barbarian swordmaster.
At my table they very rarely speak in character but let me show you how a single event proved they were taking on the role ('role playing') of their character.
A scouting party from an orcish army had established a hasty timber fortification on the near bank of a river ford in preparation for the arrival of the main body of troops. The party realized they had to either capture or destroy the small fort if they hoped to stop the army.
J. announced that Mournglow had a plan - the party would slip forward through the chest-high grass until they were within 60 yards of the closest orcish guards then use coordinated spells and missiles to kill as many orcs as possible as quickly as possible, hoping the shock would cause them to flee. Doomsman would protect the casters and archer (a thief) by staying close.
Pretty soon the party is on hands and knees, creeping through the grass. after about 5 rounds of this A. says,
"Nah. Doomsman stands up, unsheathes his great sword, and runs towards the orcs."
The orcs see him almost immediately and start firing bows at him. The rest of the party keeps hurrying along on hands and knees.But the orcs underestimate one man and Doomsman gets to the entrance to the fort and keeps the orcs from shutting the gate long enough for the party to arrive and wipe out the terrified survivors.
But the take away is - my brash son came up with a cautious plan because his character, Mournglow, is cautious. My cautious son acted in a brash manner because his character, Doomsman, is brash.
Did they speak with a faux accent?
No.
Did they speak in character?
No.
Did they spend 20 minutes discussing backstory, fake emotions, or 'off-screen' NPCs?
No.
Were their words and actions important to overarching plots, the narrative, etc?
No.
Were they role playing?
Yes.
Were they having fun?
Hell, yeah.
So, if you want to know my position on role playing, there it is.
Monday, June 23, 2014
Worldbuilding and You! Nobility, Authority, Wilderness, and Who is in Charge?
For a large number of reasons, many of which stem from my hobby of choice, fantasy RPGs, I have done a lot of reading on Medieval Europe in particular and general history overall. One thing that I consider carefully when making a new campaign world, or section of one, is - who is in charge?
A friend of mine once told me (a paraphrase) that all of history can be divided into three phases: 1) someone is in charge - this is usually peace; 2) someone wants to be in charge - this is usually war or tyranny; 3) no one is in charge - this is chaos, anarchy, and war. Because of this, I try to figure out what power structures look and act like, how they relate to each other, and what they actually mean.
The first thing i had to do was be very careful about the word 'feudalism'. One scholar I read stated (another paraphrase) ''Feudalism' is a term only used to describe systems long after they were begun or even ended. The popular idea of what the term meant is so broad and ill-defined that if you accept it then all people at all times everywhere were, are, and will always be in a feudal system'.
The Saxons in England had kings ( I am descended from 2 or them), but the term was very little like we imagine. In a number of cases there were kingdoms with three kings - there was a man called King because his father was a king, a man called King because his sonless brother was a king, and a man called King because the warriors would actually follow him into battle. This dynamic, fluid understanding of what a king was contrasts sharply with the views of 15th Century France where the king was king by divine right and through purity of blood and considered the absolute ruler of all of France.
Unless you asked the Duke of Burgundy for his opinion, of course.
Various Chinese emperors were likewise seen as divinely appointed and favored - as long as the famines were dealt with, invaders, kept out, and the taxes not too high, of course. otherwise the peasants might stage another revolt, end another dynasty, and start another new dynasty. And this new emperor would probably be just as incapable of dealing with a corrupt civil service and most others were....
The Japanese are in a unique position - their imperial line is unbroken for over 2,500 years! Of course, while the emperor has always been there there were often others ruling 'in the name of the emperor', meaning the emperor may have been far from in charge.
Just within Medieval Europe during the "Feudal Period" there were a dizzying range of types of leadership. There were [deep breath]: effectively independent robber barons on the edges of the Holy Roman Empire; the confederation of merchant and trade guilds of the Hansa which had its own armies, navies, and colonization efforts; Imperial Free Cities run by local oligarchies/plutocracies; a large region ruled by a religious military order of knights; cities or nations ruled by an archbishopr or cardinal of the Church; regions dominated by clan and tribal affiliation (effectively extended families); and a parliament in Iceland.
And an empire. And lands conquered and colonized by invaders from a distant land. And more, beside.
The reason that this matters to world building is simple - in the Real World either there is already someone in charge or there is no one in charge: the alternative to someone already claiming it is that the land you are on is howling wilderness. I think it is safe to assume that a game world would be similar. The characters will be forced to deal with these power structures every day unless they remain in the wilderness!
What if the elves, or at least the local ones, have a Saxon-like arrangement? Let's say the players need to cross the elven Kingdom of Argalen to get to the dragon's lair. They meet with a group of elves, talk for a while, pass around some wine and gold coins and meet with King Maeglin. More wine and gold later and, well, the King has given them permission to pass through - great! Next day the party goes on and soon enough smack into some elves that demand a toll. The party explain that King Maeglin gave them free passage. These elves laugh heartily, toss the 'free passage medallion' Maeglin gave you into a box full of duplicates, explain Maeglin is 'only' the son of the last king, and tell you King Edhelcu demands 20% of the wealth of all non-elves crossing through is kingdom. The party grumbles, coughs up the cash, and keeps going. Two days later they are invited at arrow point to meet with King Finan and explain why they are trespassing in his kingdom....
Of the party's home base is an Independent City? They are listed as 'visitors' and must pay a yearly tax, face higher exchange fees, etc. To get out of this they must be sponsored by an existing citizen and buy citizenship, a long and expensive process. But even after doing that they find that the city council is only open to the Big Families, the 7 richest merchant families in the city.
On a much grander scale these decisions are going to impact the campaign tone a great deal - a tyrannical plutocracy surrounded by robber barons, grasping merchant leagues, and hordes of tribal humanoids is going to have a very different tenor and morality from a paladin-run crusader state bordering an invading colony and backed by bucolic Late Medieval French clones....
So when thinking about world beulding remember - there is a lot more out there in the Real world to draw from than Hollywood Vikings and Hollywood Princesses!
Subscribe to:
Posts (Atom)