Sunday, April 10, 2011

Sandy Box Kit

Mandy is going to DM an Arabian Nights-y Middle East Campaign, so I am writing up some "Sandy Box" tools she can use to fill in the gaps when DMing...

DISTANCES (approximate)

Capital to capital with a different language
(ex: Baghdad, Iraq to Tehran, Iran)
420 miles
14 days ride
28 days walking

City to nearby big city
(ex. Mecca, Saudi Arabia to Medina, Saudi Arabia
Baghdad, Iraq to Mosul, Iraq)
Cairo, Egypt to Jerusalem, Israel)
250 miles
9 days ride
18 days walking

Going about as far as you can and still be in 1001 Nights territory
(Morocco to Afghanistan)
4500 Miles
150 days ride
300 days walking

Sailing:
(Assuming a small boat with no crew other than the PCs. Larger boats with full crews could sail all night and go twice as fast.)

Sailing to the next decent-sized port along the coast
50 miles
1 day

Sailing from port to port in a different Middle Eastern country
(ex: Beirut to Alexandria, Egypt, or Beirut to Turkey)
300 miles
6 days

Sailing about as far as you can sail and still be in a 1001 Nights-y land
(Morocco to Syria via Mediterranean)
2000 miles
40 days

DESERT ENCOUNTERS

Roll 1 per day riding, 2 per day if walking, 3 per day hunting or searching

1-5 Harmless edible animals worth #of day food for one human = to number shown on dice
6-10 Snake (poisonous)
11-20 Bandits
21-25 Insect swarm
25-30 Sandstorm
31-34 Wild dogs
35-37 Scorpion (normal)
38-39 Oasis
40-44 Mirage
45 Mirage with hag, sand witch, or mind flayer waiting
46 Caravan--merchants
47 Caravan--starving
48 Caravan--pilgrims
49 Lone trader
50 Exiled madman
51 Bad guy disguised as something innocent
52 Half-a-man
53 Abandoned cart
54 Living statue/idol (immobile)
55-57 Sinkhole
58-59 Ogre
60 Ettin
61-62 Wizard with retinue
63-69 Jackal Men
70-78 Sand shark
79-80 Giant snake
80-81 Yak men
82-85 Giant desert lizard
86-87 Skeletons
88-89 Skeletons riding skeletal horses
90 Sphinx (think of a riddle)
91-92 Giant scorpion
93-94 Giant spider
95-97 Sandman
98 Sarlacc (hidden, like a sinkhole)
99-100 Talking animal (small bird, lizard, fox etc.)

We have TSR's Al Qadim stuff, but if anybody out there has any links to useful pseudo-Middle Eastern D&D stuff, let us know in the comments.

Remember: Mandy's relatively new to DMing, so relatively simple, newbie-friendly material is best. System will be the usual lite 3.5/AD&D mash-up so almost any era resource is cool.

Saturday, April 9, 2011

Late At Night, After 6 drinks, 2 Stripclubs...

...one lapdance*, and an hour of youtubing, we made this...

Seriously
people
like
Vornheim
and
you
should
get
it.






Apologies to both Sifl and Olly**. Though not Cifal, he can go fuck himself.
____
*Mandy's sister'd never had one so Mandy was forced to accompany her to the booth for moral support.

____
**Sifl and who? Oh, you haven't lived...

Friday, April 8, 2011

Wavecrawl Kit

In general, these rules assume the PCs are the only sailors on the boat, though most rolls can be adapted to a full crew. Here's a slightly different version of a "saltbox".

I have not reread any of this, so enjoy typo-spotting...
Survival Fishing Rules


These are not general rules for fishing or rules to accurately simulate real-life fishing--these are just rules for Survival Fishing--you know: marooned in the middle of nowhere with nothing to eat for days, hallucinating fellow passengers looking like drumsticks and beef wellington, etc.

The purpose of these rules is to force the PCs to either:

-Rig up clever schemes they will be proud of in order to catch fish,
-Fall upon any passing boats or signs of civilization with fearsome fervor, famished eyes and steely knives, or
-Jump up and down, hug each other, and kiss their dice if they do actually catch anything

Chance To Catch Something:

-In these waters, base is 5% per day no matter how many fisherfolk
-Any passive modifiers PCs think of after you tell them this ("But my guy is a barbarian from a fishing village") are worth a max of 5% each. Commenters on this post are free to think up modifiers of 1-4% that might apply and post them.
-Any individual clever modifications to bait, tackle or tactics the PCs think up are worth 1-10% per modification. For example, if they go "Hey, we have a net! Let's use that!" that should be worth something.

If Something's Caught:Roll d6--this represents all that they're going to catch all day. A result of 1-5 represents enough fish to feed the number rolled of humans for a day. Like roll a 4 and you've got 4 days food for one PC or 1 days food for 4 PCs or 2 days food for 2 PCs or whatever.

A roll of 6 indicates the PC has caught an unusual aquatic creature, roll d12 on this table, modify to taste:

1 Giant seasnake
2 Mermaid
3 Aquatic elf
4 Electric eel (can pulled up immediately but there's a danger of the PC geting shocked and falling over the edge)
5 Aquatic gelatinous cube or stranglekelp
6 Seamunculus (a toad-like aquatic humunculus on a mission for an evil wizard)
7 Sealizard
8 Leaping shark
9 Angry whale
10 Giant octopus or giant squid
11 Undead whale (no food)
12 Giant jellyfish or man-o-war

Strong creatures' first move will be to attempt to yank the fisherindividual into the water and/or tear any nets apart. Creatures are worth a number of days' food equal to their hit dice.

Rolling the same creature result 2 days in a row can indicate the PC has not caught a creature but has snagged his or her line on some unusual and adventure-hook-ish object afloat in the inhospitable brine.

Failed Control Rolls

This is for when the pilot fails his or her roll--usually in bad weather.

Taken from here:

1-Something caught in the rudder--someone needs to climb down there and get it.

2-You hit a whale carcass or something--the ship trails blood and there will be a corona of sharks surrounding the boat for the next 3 days.

3-Minor sail torn due to high wind or sudden beam swing--replace it or make future checks at -2/-10%.

4-Stray wave has smacked you sidewise and flung a volley of stinging jellyfish onto the deck, roll dex or reflex save for everybody up there to avoid having a random body part swollen beyond usefulness for d4 days--1 mouth, 2 eyes, 3 right hand, 4 left hand, 5 right foot, 6 left foot.

5 -- A freak wave has heeled the ship over, narrowly avoiding turning it turtle but shifting the ballast/cargo so that you now have a permanent list to (1-3) port or (4-6) starboard. Navigation and maneuverability is therefore badly compromised.

6--Some miscellaneous marine leviathan has crashed into the hull in its sleep, starting planks all along one side before plunging down into the depths in its startlement. The ship is leaking badly, gaining on the pumps by 2d6 inches per hour, and will eventually founder unless something is done to alleviate the situation.

7-Damn, you just had to kill the albatross, didn't you? Better pray for their beauty not doom, have a bless spell handy for them, and God's creatures too, otherwise the ship is stuck, day after day, no breath nor motion like a painted ship on a painted ocean, a terrible thirsting curse striking all aboard. And then... the visit by the Dark Ship, crewed by Death and She-Life-In-Death. Dice are cast for the fate of the crew...

8- The ship collides with a rocky outcrop just below the surface. The damage is not severe, but until the damage is repaired, at least one person must be on pump duty at all times, or the ship will take on too much water.

9- As above, but the rocky outcrop was the temple of some aquatic -- and now religiously offended -- species

10-Hole in the hull, must throw some (10%? x pounds?) cargo overboard to lift it above the waterline and sail light until it's repaired.

11-A sailor, bewildered and struggling, drops a tool from the rigging, a random person on deck takes 1d8 damage.


12- fire in the galley! someone neglected their duties and left hot coals in the stone stove. during the storm they fell out and started a fire in the front part of the ship. The party has to declare their actions in 1d8 simple sentences, otherwise:

1 - the fire damages the foremast, if another storm occurs, the mast will break
2 - the fire spreads to the cannon deck, chance of expolsion
3 - the fire damages the outer hull and the ship starts taking water
4 - the fire burns through the planks of the galley floor, damages the stem and cut water. the ship starts taking water and can only travel at 50% of it's speed

13- One of the sails was left hoisted too long in the storm (/ come up with other excuse). That mast has now snapped, and the ship suffers a 1/3rd reduction in speed. Maybe you can jury-rig a jury-righ, in which case only 1/4 reduction. Or a 1/2 reduction if you do poorly enough.

14-You took a large wave broadside instead of sailing into it. 1d6 crew are washed or thrown overboard, including anyone in the crow's nest. Hurry if you want to save them - they can't swim.

15-Horrendous brain fart results in you leaving topsails deployed on mainmast/foremast and/or mizzenmast (assuming ship has such). Wind has now snapped the masts, laving thesails, booms and top parts of the mast tangled in the ratlines and rigging. 60 man-hours (in good conditions) to carefully clean-up the mess, 6 if you don't mind the details/consequences (like cutting everything and shoving it into the sea). If a storm is still raging around you, double this. Navigation, propulsion, and even crossing the main decks become much more hazardous with swaying netting and giant-sized clubs swinging about in the wind.

16- You are so busy mismanaging the ship that you fail to notice the large iceberg you're about to run into. Ship takes 1d8 in hull damage per 10,000 gp weight of cargo (or equivalent for whatever system), half if a saving throw to pilot the ship again is successful.



17-You vigorously steer the ship this way and that to maintain control... a bit too vigorously. The pilot wheel breaks, ship can adjust speed but not heading until repaired.



18-Amid the ship's tossing and confusion on deck, someone slips over the rails. Man overboard! Determine who it is randomly.

19- You tell someone to do the exact opposite of what you wanted them to do, and as a result the next time you have a die roll for hull damage, losses, distance blown off course, etc, instead of rolling you simply take the worst possible result.

20-Carelessness has caused someone to get tangled in the riggings. The person must make an appropriate saving throw every round while caught or die; any round they succeed they can try to make a dex save on 2d12 to escape. Otherwise someone can cut them down, with a -1/-5% on future sailing rolls until repaired. If the person dies while stuck, all NPC crew will be at -1 for morale-type rolls for the remainder of the voyage.

Random EventRoll once per day/every 50 miles (assuming 6 mph water speed, sailing 8 hours a day--it'd be a lot more if you had a full crew since you could sail properly all night. Plus it probably means you have a bigger boat.). Or whatever floats your boat. Sorry. d8

1-Creature (Roll on creature table)
2-Bad weather--How bad? Roll d12--make that many control rolls
3-Passing ship--roll on Passing ship table
4-Dead calm sea (lose a day of movement)
5-Annoying weather. Make a control roll.
6-7 A quiet day at sea
8-Weird event (DM should always have two or three setting-appropriate Weird Sea Events locked and loaded. There are some ideas in the comments here.) or, if no ideas are forthcoming, roll twice (and keep rolling more events if you keep rolling 6s) or use this one:

Mirror Water: the ship sails over a patch of sea which is a portal to a mirror dimension. PCs reflections climb up and try to kill them. Sailing away will break the connection but the duplicates will still have to be dealt with.

Passing Ship

As the PC in the crow's nest looks toward the horizon have him/her roll d4 for size:

1-Small and tugboatish unless that's inappropriate for the kind of vessel (merchant ship for instance), in which case it's medium-sized
2-3 Medium-sized for your era
4-Large

Who's On That Passing Ship?

1-Fishing boat (probably lots of food on board).
2-Pirates (sucky) (d12 of level 1-4)
3-Pirates (scary) (d20 of d6+2 level)
4-15 Merchant ship. Look at the number you just rolled. That's many 1000's of gp are on board, it is also how many gp worth of other goods is on board, however it's also the level of the fighting men protecting it. There are 15 of them.
16-Ahab-esque sea-monster seeker (roll on creature table).
17-'Tis the sea-borne wedding flotilla of Bluebeard and Snow White, with their corona of 7 floating frigates, each manned by a piratical dwarf renowned for a specific trait.
18-Warship of some local power.
19-Warship of some foreign power.
20-Ghost ship--manned by skeletal pirates like in the DMG.
21-Rich merchant ship. 20,000 gp on board, 10,000 worth of goods, 5 10th level fighters and 10 6th level fighters guarding it
22-Vikings. d20 d8 level berserkers/barbarians.
23-Raided, empty ship. May be more seaworthy than PC's ship, though.
24-Floating library
25-Floating pleasure palace of exotic monarch--also int he flotilla: a galley galley, a haremship and or templeship and d4 warships
26-Lizardman opera ship--sea turtle integrated
27-Lizardman plesiosaur-drawn sea chariot
28-Dead vessel, crew's bodies sodden with sentient algae.
29-Seatemple (foreign god)
30-Seatemple (demonic)
31-Seatemple (Cthulhian)
32-Weird pirates (as 2-sucky) but accompanied by exotic nonhumans or wizards
33-Weird pirates (as 3-scary) but accompanied by exotic nonhumans or wizards.
34-Goblin raiders* employing toothed, gas spore-like floating bombs
35-Mariel-boatlift-esque asylum ship. No navigational equipment, rudders, wheel, or sails. Full of lunatics.
36-"Zooship" delivering exotic beasts
37-Slaveship
38-Lone maiden and several swine. Secretly, she is a witch and has transformed all of the crew, her harpy allies are currently off seeking land but will return soon.
39-Fishing boat again. Captain has valuable information.
40-Nephilidian Spidership--the amphibious vampires of Nephilidia cannot sail but protect their watery frontiers via spiderships--hollowed-out enemy vessels that are packed stem-to-stern with small, venomous, carnivorous seaspiders. They are manned by spider-stuffer manikins imitating real sailors and fly false flags.
41-Lone eccentric out for a quiet sail.
42-Sluts.
43-Refugees (political).
44-Refugees (from some disaster).
45-Scientific mission-oceanographers, biologists, etc.
46-Evasive weirdoes. Keep the PCs guessing until you can think of something.
47-Pirates* in the act of piracy (roll again for victim ship)
48-2 Warships fighting
49-Wreck
50-Exiled prince--alone.
51-3-8 adventurers not unlike yourselves.
52-Changeling pirates*.
53-Ship full of creepy sea-going clerics excommunicated by their church and doing weird religious research who haven't touched land in years.
54-Prisoners being transferred
55-Spice merchants--not a lot of money but lots of spices
56-Explorers from the Exotic East. Possessed of magnificent maps of lands not known.
57-Clever general and his men, returning from a great war after much tribulation
58-Adventurer seeking metallic hide of mythical beast
59-Great big clipper ship going from this land into that. Crew is all nodding on black lotus powder.
60-70 Mixed group of passengers and merchant cargo.
71- Pilgrims heading to pilgrimage site.
72- Passengers heading away from PCs native land. One is a PCs mother. What the hell?
73- Pirates*. Captain of the pirates is a former ally of a PC. Will be nice to the PCs as soon as s/he realizes it but his/her pirate crew is secretly scheming mutiny.
74- A learned zoological scholar, his hold bulging with taxidermized specimens, eager to hire adventurers to collect specimens of rare sea creatures.
75- It is not actually a ship. It is something else. Tell your PCs you have to go to the fridge and think fast.
76- White elves sailing far out to sea for a royal funeral. The monarch is slain and his most beautiful slaves are thrown--live and with limbs bound--into the sea.
77- Goblin grubship. Stuffed to the gills with baby grub carrion crawlers--which they cultivate and worship.
78- Red eyed sea wizard. Quite mad.
79- Sentient rabbit, sentient but narcoleptic doormouse, maker of hats and insane princess drinking tea.
80- An entirely peculiar vessel. Inside it looks like a cross between a model railroad and Schwitters' Merzbau. It's actually a floating city of tiny people, with tiny horses and elephants.
81- A fishwife sailing the seas, seeking a husband.
82- Tomb ship. This is how an ancient culture buries its dead. The inhabitants are not undead. Unless, of course...
83- A monarch in disguise, with retinue in disguise as merchants, searching all the world for a queen.
84- Passenger ship--most of the travelers are horribly diseased.
85- Mixed cargo/passenger ship--the passengers are a troupe of Somberists--anti-clowns who perform depressing dramas on street corners to inspire religious fervor and contemplation,
86- Dwarven sea raiders* with stubwolves in spiked collars
87- Rum merchants, victims of recent storm, in need of aid.
88- Merchants unknowingly transporting a naga, succubus, demon, etc.
89- Young royal bastards, ages 4-13, marooned sea with so that they'll be unable to claim the throne.
90- Cargo vessel with passengers: mostly idiotic minstrels who insist on being called "bards" and that their music has magical powers.
91- Government-in-exile of nation in the throes of revolution.
92- Fishing boat wrestling with fearsome sea beast.
93- Gunpowder-filled merchant-ship.
94- This was once a merchant freighter overtaken by a a gang of pirates* but they all died. It is now inhabited entirely by their pet macaws and monkeys, who subsist on the foodstuffs in the hold.
95- Warship delivering urgent diplomatic dispatch to foreign government.
96- Insane wizard has placed the minds of one group of travelers inside the bodies of the other. Roll twice.
97- Alleged merchant ship which is actually cover for an assassin on assignment sent to kill an eminent member of a foreign power.
98- Seems like an ordinary merchant ship with a few passengers but, during the day, the windows show night and vice versa. The ship is cursed.
99-Merchant ship mostly filled with alchemical ingredients. Could be useful for making potions.
00-Slaves who've successfully escaped and taken over a slave ship.

*SEE ALSO: The excellent Anonymous Secret Santicore Random Pirate Table

...I am opening the Who Is On That Passing Ship table up to Gygaxian Democracy...

Thursday, April 7, 2011

Formula To Figure Out Exactly How Big Your Hexes Should Be

1. Decide or Guess Which Kind of Traveling Your Campaign Will Be About

There are basically two ways to use a sandbox map in a campaign:

A-PCs usually have objectives (of their own devising or given to them by interested parties) and these objectives take place largely in locations the GM has some concrete or prepared ideas about and the PCs cross the map to get from one place to another and any stuff in between objectives is either an obstacle or a (perhaps rewarding) distraction.

B-For the PCs, looking carefully at what's in each bit of the map is the adventure. i.e. This is a true hardcore hexcrawl, where the PCs search each bit to see if there's any loot or whatever in it and that's mostly what they do.

These different kinds of situations require different kinds of maps.

Also, if type A, try to guess if your PCs will probably mostly be riding or walking.

2. Find Two Places In Your World Where You Can Decide How Far Apart They Are If you're interested in realism at all, an important concept is how far you'd have to travel before encountering a different culture. The further back in time you go (and thus the further back you go technologically) the closer places can be and be totally different. Also if you plan to have a lot of big geographical barriers like seas or mountains everywhere between places then things can be closer together.

Here are some numbers from an old post:

Excluding island nations, (western) European capitals are generally at least 500 miles apart. This is a base number for figuring how long you'd have to travel if moving from the center of some empire to the capital of some other empire...This means getting from a big city to a really different big city takes a long fucking time, in game days, or at least requires crossing some famously dangerous or inconvenient geographic obstacle. -The distance from Ghent to Antwerp is about 4o miles, from Rome to Naples is like 140 miles. These are minimum distances for going from a big city to the next biggish city where they speak whatever the locals call "common"... Castles are more densely distributed than cities, of course. Depending on what you consider a "castle" and what source you consult, a heavily fortified country like England had a medieval density of like one castle every 6-10 miles.

3. Decide--Timewise--What The Density of Incident-While-Traveling In Your Game Will Be

Now: People have a wide variety of opinions about scale for sandbox maps. So many that I could, with minimal effort, have linked to one article about how wide someone thinks hexes should be for each word in that opening sentence if I weren't so lazy. Hex scale in a map is not actually mostly about how far things are from each other or how long it takes to travel across a kind of terrain (forest, scrubland, etc.) before it turns into another kind of terrain, it's about how often something happens while PCs cross terrain. And what are PCs doing while "crossing terrain"? They are having a chance of randomly running into something that they didn't know was going to be there.

The real purpose of a hex (or any other series of regularly-shaped compartments you divide your map into--though hexes have certain advantages) in an RPG is to demarcate the point at which the PCs have come into the orbit of some new and interesting thing.

In real medieval life, though travel was dangerous there were absolutely zero ogres in the woods waiting to grind your bones to make their stew. Jack Vance had Cugel running into a new terrible thing every ten minutes, whereas other adventurers in other stories could wander for weeks without incident. Point is: density of encounters is really an arbitrary decision about the kind of fiction you're creating.

If your campaign will probably mostly involve traveling Type A, the size of a hex therefore indicates the rate (in game time) at which the PCs enter the orbit of unexpected, interesting things and also how many of such things will be encountered on the way to any given place. So look at your two places and the distance between them--approximately how many incidents would you want the PCs to encounter on the way from this place to the next? Assuming a 20 miles per day ride and 10 mpd walk, how often is this: approximately every (game) day? Every few days? Twice a day. Once every six days? Decide.

(If you imagine a world where you can basically always get from one pretty-much-prepared adventure locale that the PCs know is there without anything happening to another without that much happening then you don't need hexes. You just need a way of measuring distance between points so that you can say how many days provisions they'll need to cross the territory.)

If traveling mostly Type B-style, the purpose of the hexes is to determine how long--on average--in game time it will take to search an area and find out if there's anything interesting in it.

Remember, either way, that this is just an average. If you want to do something like have the density increase as PCs get further from civilization you can worry about that later.

18. Decide Incident Randomness Level

Let's say you've decided on a density-of-incident of 1 incident every 3 days. You can express this one of 2 ways:

First way: you can have large hexes that always have something in them and take 3 days to (type A) cross or to (type B) search, so, like clockwork, no 3 days will pass entirely quietly. The danger level of traveling any distance is easy for PCs to calculate.

Second way: You can have twice as many hexes (smaller hexes), each of which takes a day to cross, but the table you roll on to see what happens in the hexes indicates "no encounter" half of the time.

In both cases you have an encounter on average about once every 3 game days but in the high-randomness option the whole thing is much "swingier". You might travel 10 days from Barrowhall to Flugsinchubble without incident if you're lucky.

Decide whether you want things at more regular intervals or more random intervals. This randomness is a percent. 50% randomness is a lot of rolling and getting "oh look, nothing" 10% isn't. Pick a randomness level.

19. Decide Hex Scale

Assume an average movement rate of 20 miles per day riding and 10 walking and 3 searching (if you think you have better numbers, use them--if your campaign is mostly desert or steppe it might be 30/15/5) and keep in mind the density-of-incident numbers and randomness level you just decided. Make hexes a size that fits that.

Some people like equations, so here you go...

H = DN - P(DN)

or

Hex size = [ (Distance traveled in miles--for type A campaigns---or area searched in square miles--for type B campaigns-in one day) x (Average Number of days that should go by without incident) ] minus [(Percent chance of having an empty hex) x (the number you just figured out DN)]

If you are running a Type A (traveling through) PCs-mostly-riding (D=20) 1-incident-per-day thing (N=1) with high-randomness (P=50% or .50) then you would go for 10 mile hexes and remember to add a 50% chance of meeting nothing to your tables.

If you are running a Type B (searching) (D=3) 1-incident every 5 days thing (N=5)
with low randomness (P=20%) then you would go for 10 mile hexes and add a 20% chance of finding nothing to your tables.

_______

See big DIY D&D brains kibitzing on this topic here.

Wednesday, April 6, 2011

Perfection

What would the Someone's Perfect First-Ever Game of Cthulhu look like?

It would, naturally, start with half-assed-drawing-room-comedy but--after the strange poem in the diary is discovered--shade by degrees into dawning awfulness and panic. For perfection, the details then aren't important but the ending is.

The ending would have to look like this:

-every single PC--except the new player's PC--is unconscious (though only for a round or two--we don't want the dead players getting bored)--having been accidentally shot by the new PC in a panic of bad aim and worse Luck rolls,

-the remaining newbie PC is down to only one hit point and lying on the floor,

-...and has also just lost that fifth-San-roll-in-an-hour and so now has got a brand new insanity to deal with,

-meanwhile, of course, a grotesque and squamous thing (brimming with health and hp) oozes inexorably forward in the uncanny dark,

-the player of the remaining PC is wide-eyed and frantic and performing luck rituals and madly soliciting dice advice,

-the pistol runs out of ammunition, but the second pistol--after having, in perfect Checkhov's gun style, been a source of controversy in the first act "Why would an anthropologist wander around Destledown with two loaded pistols?""I've been in the bush--I'm paranoid."--is unholstered,

-the first initiative roll with the Thing is a tie,

-the tiebreaker roll with the Thing is a tie*,

-finally the new player wins initiative, then rolls ten damage and an impale and the gibbering obscenity is annihilated...

...and in shuffle the bobbies "What's all this then?", and go to work shoveling bits of ineffable cosmic terror off the wall.

Plato held that the perfect forms of all things were forever suspended in an inaccessible realm of ideals, and that we in this sublunary reality were sundered forever from them, and could only experience failed and piecemeal versions of these seamless numinomena.

But then, he never played Cthulhu with Mandy's sister.





_____
*Is this how Cthulhu initiative is supposed to work? Don't know don't care. It apparently works very well. In fact: completely perfectly. So whatever.

Tuesday, April 5, 2011

Addendum

I encourage any GM running the "Immortal Zoo of Ping Feng" adventure from Vornheim: The Complete City Kit to use these rules to determine the Flailceratops' attacks. Note that results 1 and 4 should be replaced with a morning-star strike and result 17 should be interpreted as swinging the chain around in a threatening manner.

Monday, April 4, 2011

Modules, Metaplots, and Your Mom

So I few hours ago, to fight off insomnia, I posted this stream of consciousness dungeon and in room 5 I put your mom.

Which at the time was just the sort of the first thing that came to mind but now after sleeping, showering, and microwaving-some-chicken-and-noodles on it I am thinking this is a pretty good idea.

Ok see it's like this:

In the beginning there were modules.

Modules were adventures you could run with pretty much any group and they were, y'know, modular. They could be moved around. They were impersonal--they were full of treasure and obstacles to getting that treasure and anybody could give it a shot. Upshot here is: your mom was not in that dungeon.

Then things changed--TSR (for one) started doing this adventure path thing where the PCs were specific people with specific adventures and specific moms and often adventures wherein your mom is relevant.

That is: metaplot. The module was no longer modular, it was a link in a story.

Nowadays, at least here in the gaming avant garde where all us bloggers live, you have these two factions:

A-planned-story-(or-at-least-planned-theme)-heavy relationship-map-involving you-know-this-guy-and-hate-that-guy New Schoolers, and

B-throw 'em naked into the sandbox with the wolves and hope maybe one of them survives into the end-game Old Schoolers

Now it should go without saying that PCs in faction A often have moms. PCs in faction B sometimes have moms and sometimes don't.
________

In published adventures it is hard to deal with your mom: the appeal of such products is that they provide everything right there in the box. And so if they are going to put your mom in there than they almost have to put you in there to (i.e. give you a pre-gen) or else how do we know your mom is alive or what terms you're on or whether you even have a mom or were grown in a lab or whether you've already met her or... In other words, giving a character a relationship to the setting in a published product is hard because the designer doesn't know anything about your character or his/her previous adventures. Or at least it's hard to put your mom in there the way Old Schoolers like their moms: with no strings or plot rails attached.

Similarly, same problem comes up if you're building a sandbox for your own personal use: sandboxes are designed to be impersonal--that's their appeal as a challenge. (The Rat Temple will not be easier just because you are 3rd level when you walked into it.) If you put a character's mom secretly in a very specific basement in Slopwankia there's no guarantee the player will ever go there---because it's a sandbox. If you put the character's mom openly in Slopwankia then you are either saying "only go here if you want to see your mom"--which is the least interesting way to meet your mom.

Point is: unexpected visits by mom are interesting and funny. And they can provide the basis for hilarious role-playing for ages to come. However, it is hard to introduce moms into sandboxes or modules without the threat of also introducing pre-planned plots or arcs.

And I think my sleep-deprived dungeon actually has a pretty good solution: in this room is a PC's mom. The GM must figure out how she got there before the game starts and must establish a list of PCs whose mom it could be. Then roll randomly once the PCs show up, then play it out wherever it goes.

Anyway the whole point is, just because it's a sandbox doesn't mean you can't seed background stuff about themselves for the PCs to stumble into around it. And even if you're writing an Old School module it doesn't mean you can't describe certain useful lacunae and instruct the DM to fill them in with relationships appropriate to the situation in their own group. It won't be completely play-out-of-the-box and will require your DM do a little thinking--but then every module does anyway so why not?

I would like to see this sort of hybrid approach in adventures: don't tell the GM exactly what's there, but don't just be vague or "leave it open" either--describe to the potential GM what kind of thing needs to be there in order to make the scenario work and then describe what characteristics the missing piece must have. "The burgher of this town is a man with a vendetta against a PC but who doesn't know an important thing about the situation that inspired the vendetta". Then let the GM find a solution that fits his or her group.

People do this automatically a lot (everybody who playtested Vornheim hacked it a little to fit into their campaign) but it'd be nice if game designers started acknowledging this always happens and actually using the disjunction between the modules assumptions and the group's reality as a feature rather than a bug. Instead of going "If you don't have a good reason for the PCs to be here use this default one" take advantage of the fact that you don't know who is going to be in that dungeon and who their mom is, and make that part of what makes it fun by giving the DM a little design problem to solve.