Showing posts with label wilderness. Show all posts
Showing posts with label wilderness. Show all posts

Monday, October 13, 2014

Quick, Grab Some Wonderful Weirdness from the Heart of Texas

I of course reference the Slumbering Ursine Dunes Kickstarter. Straight outta Hill Cantons! San Antonio area home campaign.

I, upped my pledge to "The Brad" level (The Full Brads had already sold out) after they, The Hydra Collective LLC, a newly-formed worker-owned company that aims to serve as a publishing vehicle for the DIY/Old School(ish) side of the rpg hobby, were nice enough to acquiesce to my overbearing demands and post the point crawl map preview cause I was working on point crawl of my own.

 


The Kickstarter has already blown past funding and several stretch goals. Funding now, you are guaranteed plenty of bonus loot. But, don't dither, delay, or dally, project is now in last couple days.

Btw congratulations to the whole crew. Some of whom I know. Which you may think influences my support their Kickstarter. But, I know lots of people and I'm not blathering on about all their Kickstarters. Besides Hydra Collective are a bunch of drunken louts, .

There are previews of the complete text are posted in various updates like this one describing the 5th Stretch Goal. Check out this side view, an unrelated work by one of the projects artists. Wow! It's like Old School version of Richard Scarry.


Damn, I knew this project was gonna be cool and haven't been following it too closely (busy playing games). But looking over things to write this up. I'm getting really excited about this KS. And impatient to get my grubby paws on this. 

Wednesday, July 27, 2011

Killer DM

Without really trying I've become a killer DM.  Well I mean I do try to kill characters but only to make our games fun ;)  What I mean specifically by "killer DM" is that characters are dieing too often and for arbitrary reasons.  D&D is fun with threat of death, not so much when it's happening every other session.  But arbitrariness is the real killer.   Threats are fun challenges to avoid.  Arbitrary death robs everyone of fun, DM included.


Looking back at last couple of G&G sessions I recognized the arbitrary death and I've spent some time thinking and discussing it with players.  I'm firmly in the "provide a dangerous world with consummate rewards and let players suss out / make choices based on risk vs reward" camp of DMing.  Here are somethings we've come up with.


First, to make rational choices players need to understand the situation they are in.  Where risk is and were it isn't.  Whether their choices end up being rational is up to them.  But, if I haven't provided them the info (or at least ability to acquire it) I've failed as a DM.  To this end I'm providing them with accurate wilderness map as discussed in previous post.



Also, mystery/suspense needs to be limited to nature of threat.  The level of threat must be clear. "No one ever has returned from the Swamps of Almost Certain Peril".  Definitely a deadly threat is in the swamps but is it the old crone living there or the castle of nubile maidens?  This is very hard for me.  By nature I'm a misleader, a trickster, a manipulator.  I like to throw out 3-4 "hooks" and 2-3 red herrings.  Then try my hardest to confuse the players... This doesn't seem to work so well in sandboxes.  Players need to be able to "trust" the information they gather for choices to have meaning


Bite-ur-face
Players also need clear concept of how deadly an area is[btw pretty much all wilderness is deadly to 1st/2nd level].  I'll have more obvious signs, slaughtered knights,  skulls / bones of tough creatures that have been chewed on, big footprints piles of poop.  More warnings from NPCs, [This tends to back fire cause when they hear about Snow,the giant albino wolverine, from the battle scared, shell shocked, sole survivor NPC.  Player's rarely think "Holy Crap stay away from that", they think "hey, XP+loot+DM mentioned it so lets hunt Snow!"].  Also need to make it even more obvious where low-level dungeon is.  So, players don't wander around dieing on "worthless" random encounters. 


I'll start using a NPC "guide".  Someone to demonstrate basic survival skills. Such as investigating through roleplay before charging after everything DM mentions,  listen at the door first, shouldn't we look for traps, there's at least 20 of them and we are surrounded don't you think we should parlay instead of fighting to our deaths, hey this time instead of just charging in and everyone doing their own thing why don't try having a plan and working as a team,  and the most important lesson of all, running the hell away (ideally before people start dieing/knocked out slowing down whoever remains conscious). 

NPC will also help with another problem.  3-5 low-level characters is no where near enough, esp in wilderness where danger isn't channeled along corridors.  Smaller groups are vulnerable to having no backup specialists (healer, caster, etc).  When party flees there aren't enough bodies to provide rear-guard, carry the injured.  So, either injured are abandoned (and die) or the whole party is slowed and TPK'd by merciless bad guys.  There is saftey in numbers.  8+ characters is my new semi-enforced requirment for low level parties.  Doesn't matter how they get there; running multiple PCs, hirelings, henchmen, pets, more DM controlled NPCs. 


Finally, I've tweaked my version of the  Death and Dismemberment Table.  Now with "Less Deadly"(tm). Likely death only on results 5 or less.  More "out of fight results" knocked out and stunned.



When character reaches 0 hit points and every time they take damage 
when at 0 they must roll 2d6 +/- Con Modifier.  Dwarves may reroll once,
taking better result, except any natural 2 is always applied.

2d6   Death and Dismemberment Table
========================================
nat 2  "Instant Death" = Decapitation, red mist, or similar. You are dead.

<=3   "Fatal Wound" = Death in d6max minutes.
       Knocked Out until death unless Save vs Death is made. 
       Magical healing allows Save vs Death with bonus equal to lvl of 
       spell cast. Success means Incapacitated 3d6max days. (magic used 
       for this doesn't restore hp)

4-5    "Cleave" = Limb loss and bleed out (die) in d6max rounds.
       Knocked Out until death unless Save vs Death is made.
       Magical healing, a tourniquet, or cauterization allows Save vs 
       Death with bonus equal to lvl of spell cast, if any. Success means 
       Incapacitated 2d6max days. (magic used for this doesn't restore hp)

6-7    "Broken bone" = Incapacitated d6max days.
       Knocked Out d6max rounds unless Save vs Death is made.

8-9    "Brain bashed" = Knocked Out d6max rounds.

10-11  "Glancing head strike" = Stunned d4max rounds.

>=12   "Lucky bastard" = No effect.

nat 12 "Now I'm mad" = Surge of adrenaline returns d4 hit points per hit die.
       If you roll this more than once in a single combat consider yourself
       a Fanatic (treat as potion of super-heroism).

Result
3-11    Lack of helm worsens result one level.
3-7     Optionally use die to determine hit location.
3-7     All result in loss of ability point.

Any hit to head/helm will knock off/damage helm such that it does not 
protect from further hits.

[d4max, d6max, etc means roll max value on that die type, roll at start of each time unit, round/day/week. My method of "tracking" durations without having to track rounds/whatever.]

Friday, October 15, 2010

"The Wilderness Alphabet", a review

[Several months ago a kindly dude, James Pacek, asked me to proofread a project he had been working on.  A while after (but still several months ago) he sent me a gratis printed copy of his project, "The Wilderness Alphabet" (thanks James!).  I've owed him a review for a long while now (sorry it took so long).  This is one slick supplement, I would be enthusiastically reviewing it even had I not received a free copy.]


In the mold of "The Dungeon Alphabet"'s randsomely description of the dank below, "TheWilderness Alphabet" takes on the great expanse of adventure between civilization and the local mad wizard's dungeons.  The subtitle says what this fun, little book is all about.
"A Collection of Random Charts, Tables, and Ideas for use with various Games of Imagination."
[aside: Games of Imagination, that's pretty bad ass description of how I view RPGs.  Very much like that "game" is first.  Imagination encompasses much more of the fun I have than 'role playing' (which always made think of maid costumes...).]


Digest sized, little more than 60 pages, nicely printed and perfect bound by Lulu, $9.00.  The cover art is
 great.  In fact the whole design/art direction of the book is great.  One of the best "indie self-publication" (and I imply no belittlement by that label) I've seen.  The art is mostly public domain.  But there's lots of it and it has been expertly chosen/laid out. Greatly complimenting the various charts and tables.  Just like the in the best RPG products the art spurs the reader's imagination and gets their ideas flowing.  Included is a list of illustration credits.  It's not only classy to give attribution but also enables the reader to pursue a particular artwork or artist that caught their fancy.  A small touch, but a nice one.


"The Wilderness Alphabet" contains 26 "chapters". One for each letter of the alphabet (in case you were vague on the concept).  Not satisfied with just those the author included additional material at the end; Bonus Tables (undead, places, powers, weapons and the like), Colorful NPCs, Strange Sounds, Gods and Goddesses, Mines and an alternate letter 'L' is for Labyrinth.  Built into the Table of Contents for the 'letter' chapters is a d100 chart, very cool.  One feature I especially like is how the author has put little anecdotes from his own games/campaigns here and there. For example;
"... an annual tournament called the "Mythrilman" competition. Fighters Paladins and Rangers (some Monks too) would compete in a series of three events. Each event testing a different element of their martial prowess. ..."
Mythrilman, that's straight up cool.


Overall "The Wilderness Alphabet" is a great book/tool for DM's, I highly recommend it.  It's handy, short (not overwhelming), fun to read and use.  It inspires.  Immensely useful when creating a wilderness (I recently used it to help fill in some blank spots on my GnG campaign map).  Or even more so, for when your players take the "other" road.  The one that leads to "you have no idea".  Call a 5min snack/bathroom break.  Grab your copy of "The Wilderness Alphabet", some dice, and rock out.  Games of the Imagination indeed!

Tuesday, March 9, 2010

Review of A Magical Society: Silk Road

I dig Expeditious Retreat Press, and not only cause they're named after one of my favorite spells. Their "A Magical Society" series has consistently been good. I recently got a great deal on eBay and added Silk Road to my collection. It's a supplement I hadn't realized was so great or I'd have bought it sooner. You can get yours in dead tree, $27 or electronic, $13 versions.

A Magical Society: Silk Road is 160 page OGL (nominally d20) supplement detailing great overland trade routes akin to the Historic Silk Road. Six Chapters, some Maps, Appendix, Bibliography, no index (although for this book I don't think it's a big deal)


Chapter 1 - Components of Silk Roads

Discusses the geographic foundations, cultural groups, and common attributes that form silk roads. Fascinating discussion of what caused the historic Silk Road and the salient features required to create one in your world.

So simplified as to probably be unintelligible it goes like this -> Geographic barriers isolate bordering cultures. Barrier cultures migrate to (are forced into) the barrier zone. Eventually rich bordering cultures on opposite sides of barrier get a hankering for each other's luxuries and bam! silk road with barrier cultures as middlemen.


Chapter 2 - Traveling on Silk Roads

Drilling down from the foundation of chapter 1 this chapter explains how to connect border civilization centers to each other across barrier zone(s). Identifying crossroads, major trade centers, and specific routes.

Second part of chapter details who travels the silk road. What they need to consider (planing, navigation, animals, currency, language) and what effects they cause such as spreading culture and religion.


Chapter 3 - Types of Caravans

Covers (in detail) landscape, hazards, avoiding/surviving them, animals including fantastic beasts, and how to adjudicate/DM four types of caravans; ye old Desert Caravan, misty mtn High-Altitude Caravan, stinky Swamp Caravan, and depths of the earth Underground Caravan. The first showing of d20 mechanics. Very slight and eminently convertible to whatever.

Wow. This chapter rocks. It has so much great information on travel and beasts of burden. Really great resource for wilderness travel/adventure with our without 100 laden camels in tow. It's now my goto resource for traveling the great outdoors (and underground).


Chapter 4 - Money Matters

This short chapter explains micro and macro trade, the kinds of trade goods, and details a d20 trade system (btw, last bit of d20 for the haters out there).

Overwhelmed by the awesomeness of the previous and next chapters I haven't looked at this one in detail. Looks reasonable, would really have to playtest system to properly evaluate it. Judging on quality of rest of book and other XP products I've read I'm sure it's good. If not, it's only 12 pages.


Chapter 5 - Trade Goods

Holy detail batman! More than a third of the book (66 pgs) this chapter is a nicely categorized list of goods. Over a thousand goods for trading, including some fantastic products such as owlbear skins and admantium. Includes cost/lb and transport value which is weight / bulk as compared to grain's 50 lbs per bushel (15" cube). Transport value is something I've always wanted but never found in other lists of goods. Weight is not enough, you need to know how much space/containers something takes up.

That list is valuable enough. But, XP went the extra step of providing paragraph of detail on the goods. Cause not everyone knows what Chrysocolla is or the color and common uses of Yellow Cedar.


Chapter 6 - The Historic Silk Road

Ten pages including several nice maps all about the historic Silk Road. I'll read it some day I'm sure.


Appendix & Bibliography

The appendix supplements chapter 5 with descriptions of crafts and adornments e.g. inlay, brocade, sericulture, lacquer, cloisonné. It's a nice addition and just the sort of thing that leads me to spend next 12 hours following links on Wikipeadia.

Bibliography == author rocks. It means research was done. It means author has some sense / ability of organization and academic attitude. It (usually) means a higher quality of book. All of these are evident in A Magical Society: Silk Road.


Conclusion

I think A Magical Society: Silk Road has become my favorite XP book. Probably not the one I use the most but the one I most enjoy using.

Buy A Magical Society: Silk Road
if:
  • (Obviously) to run a campaign situated within or near a "Silk Road".
  • Players have dreams of merchant empires or pirate fleets.
  • You want detailed treatment of wilderness travel & transportation.
  • You need an excellent list of (historic/fantasy) trade goods for whatever reason.
  • You're making an OGL game and could use any of the fantastic parts of this book.


One of the coolest things XP does in terms of the OGL,

"All text is deemed open content."



So, go produce a Canal Traders of Mars or Dealers of the Depths or whatever and release it to the world. Open Source rocks!

Tuesday, January 19, 2010

Mapping the Wilderness - A Start

I've had a have hard time deciding how to map the wilderness for Gold and Glory. Just when I think I've made up my mind, someone blogs a cool map or idea that sends me spinning... I know I want a Mythic Wilderness map for a Western Marches type sandbox campaign. A map like that should;
  • be meant, primarily, for adventure. [not just a method to get from point A to B. There might not even be a point B]
  • provide interesting/meaningful choices (and consequences). [otherwise might as well be riding a RailRoad]
  • be Terra Incognita to the characters and most NPCs. [exploration / discovering unknown is wilderness adventure's "draw"]
  • be divided into regions of like geography/ecology/danger. [facilitates custom encounter tables, identifiable descriptive traits, players ability to recognize increasing danger (see next)]
  • be arranged so that the farther one goes from civilization the more imperiled one's life becomes. [the basic sandbox risk/reward equation]
  • somewhat limit the scope of the campaign via "impassable terrain" or other hopefully non totally obvious means. [a Mythic Wilderness is more detailed than "backdrop wilderness" and there's a need constrain area if DM is to give it the proper attention]
  • be Judges Guild's Campaign Hexagon System compatible. Meaning numbered 5mi hexes arranged a certain way. [personal requirement so my JG stuff "drops in", besides it's pretty nifty]

A Breakthrough

Read a blog post recently (sorry lost which one in the deluge). It noted that the map of Greece with all those islands and rugged terrain screams for adventure and begs to be explored. At the time I thought, "yeah, meh, whatever". Later when looking over my National Geographic map collection I noticed the Macedonia region on a relief map of the world. It was structurally close to what I had envisioned for GnG's map. And I began to grasp the wisdom of that blogger. After seeing the topo SVG map from that wiki page I knew I had found my cartographic grail.

It took some work to make the hex grid, and to scale the image so 1 hex = 5mi, and to make the several layers. I've also been adding swamps, raising mtns, and sinking a peninsula. Must watch myself though. Computer and detailedness makes it easy to fall into the over/endless editing trap. Must remember "broad brush strokes" and "detail it when you need it, not before" aka JIT. So far I'm happy and enjoying myself! No claims to be the best map ever. Works for me and more importantly has gotten my ass motivated to get this campaign started.

I present the Eastern Frontier. The safe, boring Kingdom lies off to the lower left. The rest is the unexplored!


I'm sort of sold (at least this week) on vector based / free hand maps and against the tyranny of the hexgrid. Which would seem to make Campaign Hexagon System compatibility a wee bit difficult. I resolve this by using hexgrid overlay on top of my nice hexfree map. Either via software "layers" or hexgrid printed on transparency. I create, draw, design without the grid, then throw the grid on for location write up / play. Hopefully getting best of both worlds. Here's the hexified version (sorry, only posted 1/4 sized images, but trust me those are numbered hexes)


A league is three miles and the distance man/horse can walk in an hour. I've decided to treat my 5mi hexes a 2 leagues or two hours of travel. Two hours seemed like a good duration for a wilderness "turn". Probably about the time travelers should rest and reorientate themselves. Also nice time to checks for encounters, getting lost, etc. A group can do 4 (5 if pushing it) turns of wilderness travel.


Reality Ain't So Bad

Since working on this I've discovered several advantages to using real word maps. First and most obvious is that you get a fairly detailed map with very little work. There's likely to be many more maps of various types depicting the area, for free online. Such as these awesome topo maps. At the very least there will be Google Map sat images and topo maps. I find it difficult to visualize terrain from a map, even topo maps. Google Earth provides a whole new perspective :). Google Earth is also great for finding photos taken of the area. These provide more visual aides, ideas for descriptions, flora, and fauna. One boon I wasn't expecting is that several times already the map had a feature that inspired me to add something to the game world I had not thought of.

This version shows roughly the "bands" of increasing danger as you get farther away from the edge of civilization aka the "keep on the borderlands". Going further to the west (and off map) the bands would decrease until one reached the Stygian Empire. Up North is... something. It's good to keep a few mysteries.



Hexaphobia

Ars Lundi "Running your Own Western Marches" and my own tendency to be distracted by grid led to my avoidance of hexmaps. I still absolutely adore Mystara style maps. Which are the right thing for continental and world maps. At that scale you don't really care about the details cause you can't show enough of them to matter.

From Ars Lundi article:
It was a vector map, so I could zoom in or out to any scale I wanted. I printed a variety of maps at different scales if I there were interesting things to see in the area. No one needs a close-up map at one inch = one inch of a barren plain.

That author felt hexes lead to the belief/behavior of one thing per hex and once it's found players no longer interested in looking there. I can also see hexes removing the mystery and tension of exploring/getting lost, "meh, we're only 1 hex away from the road".

More from Ars Lundi:
I didn’t use hex maps, just free movement and distances. It kept things organic and made it easy to get lost / disoriented, which was good. To track movement I just got distances and bearings from the party (”we’ll march southwest for 2 miles”), checked to see if they were going the way they thought (wilderness lore) and then drew the vector on the map to see where they actually were.
YMMV


Blogbliography (incomplete as usual)

MkHexGrid

mkhexgrid software make almost any hexgrid you want, download it. A couple spec files I used:

#gng_letter_hex
output = ps
outfile = gng_letter_hex.ps
centered = true
image-width = 11in
image-height = 8.5in
image-margin = 0.3in
hex-width = 0.375in
grid-grain = h
grid-thickness = 0.5pt
grid-start = o
grid-color = 0.8,0.8,0.8
coord-origin = ur
coord-bearing = 0
coord-tilt = -90
coord-distance = 0.1in
coord-color = 0.6,0.6,0.6
center-style = n
coord-font = Helvetica
coord-size = 6pt

#jg_hexagon
output = ps
outfile = jg_hexagon.ps
centered = true
image-width = 11in
image-height = 8.5in
image-margin = 0.3in,0.3in,2in,0.3in
hex-width = 0.3in
grid-grain = h
grid-thickness = 0.5pt
grid-start = o
grid-color = 0.8,0.8,0.8
coord-origin = ur
coord-bearing = 0
coord-tilt = -90
coord-distance = 0.08in
coord-color = 0.6,0.6,0.6
center-style = n
coord-font = Helvetica
coord-size = 6pt

Wednesday, November 4, 2009

The Mythic Wilderness

Philotomy's OD&D Musings (Internet Archive link, original site is down) on The Dungeon as a Mythic Underworld I believe was penned to provide a rational for the irrational old-school megadungeon (and to point out that megadungeons are more than just a holes in the ground (and to reintroduce the fantastical which has been misplaced with the systematization of RPGs)). For me it was a spiritual revelation. In that I believe it to represent the spirit of D&D (or at least the D&D I want to play). A game of Fantasy and Imagination.

Since first reading Philotomy and a few related forum threads / posts I've imagined a corollary, The Mythic Wilderness. I've struggled to get the words together and I doubt I've done it justice. But, perhaps by following Philotomy's lead a glimmer of the awesome I feel for it will shine through.


Most people stay close to home not because they are bound to the land or haven't the means to leave, but primarily, because they know home. Their village, surrounding fields and grazing meadows seem safe, at least during the day. Beyond those the land is wild. Who knows what may lurk there? People enter the woods and never return, gobbled up by goblins most likely. Wilderness is the fear of the unknown, manifest, waiting to pounce on those who stray near.

The wilderness is strange and foreboding. Full of husband seducing nymphs, witches that eat children, and fickle fey as likely to charm as curse. (or Jale men and cthulonic horrors, or spider goats and berserk robots, or ...) As for geography and ecology, the wilderness should have a certain amount of verisimilitude, but it is a wilderness: a place where the normal laws of reality give way to the supernatural. The same path does not always lead to the same destination. Time, distance, and season are as variable as a pixie's mood. A great Wyrm may prowl woods in which there is not enough for it to eat.

The wilderness is not merely rolling hills and woods speckled with lairs and random encounters, it is mythic wilderness. Fantastic, bewildering, separate and sinister. It is inimical to civilization and its sons; the wilderness, itself, opposes and obstructs those brave souls compelled to explore it.

Characteristics and philosophies of the mythic wilderness:

  • It's big, starting 1/2 days walk from villages and a few hundred paces beyond the edge of roads.
  • It is largely unknown and unmapped.
  • It's inimical to those exploring it.
  • The farther from civilization the less "natural" and more dangerous it becomes.
  • It follows its own ecological and physical rules. Justification is not required nor is it precluded.
  • It need not make geographic sense. e.g. Taking a path through the woods you might cover a hundred leagues in one day. No matter how long you travel towards the mountains you will never reach them.
  • It is not static; the inhabitants and even the geography may grow or change over time, with the seasons, on special dates, etc. e.g. All Saints Eve, Spring Equinox. If it is "colonized"(civilized) it will slowly diminish and shrink.
  • Bizarre is a flavor best sampled rarely lest it become trite. On the other hand.
  • It is not simply filler between points A and B, it can be and often should be the "adventure".
  • It is the sandbox in which characters explore.

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