Friday, September 9, 2011

Ok, Here's An Example Of How You Could Run A Sandbox

PREAMBLE YOU CAN SKIP:

Sometimes people are confused about how a sandbox campaign works. Particularly on the issue of improvisation v. preparation v. randomness.

Obviously improvisation is necessary to run a sandbox, since PCs need to be able to go anywhere their PCs could go if they were really there and do anything, and players (at least mine) are not boring and so will think of things to do and people to talk to and things to hit with flaming oil that are:

-implied by the gameworld, but
-not prepped yet.

On the other hand, if it's all improvised or random and nothing is "fixed", then the possibility exists that PCs don't really have any control of their destiny since any choice they make is basically saying "Make something up now, Zak"--or at least they may feel that way--which is just as a bad. (A good all-improv DM can, of course, avoid this, by always making up something related to the PCs input, but that's a different kinda game. We're talking about a certain kind of game: total character freedom of choice, strict rules for player input. It's a lateral-thinking and problem-solving challenge rather than a creative writing or drama-school-improv challenge. )

POINT IS: when something big goes down, players should feel the way Humbert Humbert does when Charlotte Haze got hit by that car...

Within the intricacies of the pattern (hurrying housewife, slippery pavement, a pest of a dog, steep grade, big car, baboon at its wheel), I could dimly distinguish my own vile contribution...

The key to the balancing act is information. No sandbox is wholly sandboxy: players are being DMed because--though they want freedom of choice--they also want to encounter the unexpected; and the unexpected is usually unanticipatable and thus, in its finest details, unchoosable. The doctrine of choice in a sandbox doesn't extend to "do you want to walk into a dungeon and have there be a bugbear behind the left-hand door or the right had door?" and sandbox players wouldn't want it to.

However: a sandbox set-up is sandboxy precisely to the degree that PCs could have anticipated the appearance of a setting or story element through use of information available in the setting before the thing shows up. (Whether they did anticipate or not is a whole other thing. Some people would rather just open a door then listen at it. That's cool.) (And, of course, how sandboxy it is depends on how it's GMed, too, but this is just about the set-up.)

Note that "anticipation" also includes: if the players know that the next thing to happen is going to be the product of a certain kind of random chart (the same way I know that talking to a random person in a bar at 3 am is going to elicit different information from talking to a random person waiting in line at the DMV) this counts as "anticipation". Point is: I have information that can inform my decision to do or not do a thing, or to do it in a certain way.
____________

ACTUAL EXAMPLE:

Anyway, here's an example ripped from last weekend. This is my session, with an eye toward how much was prepped and in what way:

Session begins. I tell Mandy and her sister they are on the Isle of Oth (since that's where the group left off).

So this part of the sandbox is, on paper, from the GM's POV:

24 target NPCs/monsters with stats, personalities and interconnections ("this guy hates that guy" etc.)
A map with the location of all these peeps' domiciles and a ton of other buildings
A handful of partial maps of a few of these buildings

(More info on Oth here, though you don't need it to understand this example)

The players have a map. The players' map shows where the 24 are known to hang out, and where every single interesting building in the city is. This level of detail is unusual and unnecessary, but I used a shortcut.

Note on PC choice: I could've just let the PCs figure out where the 24 targets were, but then the game would've been about that, rather than about tactical decisions, which is how I wanted it set up. That particular set-up idea was all DM fiat--basically: if you want the given carrot (the 4-fold Crown of Oth worth 3000 xp) the most obvious choice is to play the tactical kinda game in Oth. If you don't want to roll this way, you still have choices, since just setting that game up required so many moving parts, which the PCs can (and have) fucked around with in various other ways. Or, to put it in gamer jargon: Oth is a location, and the attempt to get the crown is an optional plot threading through that location.

The PCs also know some NPCs who can tell them the "word on the street" about any of the 24 targets, though this is often vague, like: "The Lovers are very dangerous". To the degree it's vague and not part of a careful structure of which-NPCs-in-the-city-know-which-rumors-and-stories-about-which-targets it's less sandboxy (less information) than it could be had I put in more work, however this is offset by the fact that almost all of the entities can be met (or spied upon) by the PCs without forcing a confrontation. That is--PCs can gather a great deal of intelligence on most of the targets just by meeting them on their own, and the nature of this meeting won't force them to fight with them or even bargain with them. That's all pretty sandboxy.

PCs also know Oth is a city and behaves like one (dangerous at night, most commercial goods readily available, not all NPCs know each other, etc.) so any other plausible objective drawable from that is available.

Since only a handful of the homes of the 24 likely targets on Oth are mapped--and those only partially, the rest would be a combination of improvised-based-on-what-I-know-about-the-inhabitants (like it's a crow-demon's house so...) and generated using random city tables and whatnot. For example: the PCs have no way of knowing what's in the crow-demon's house (unless we're assuming the interior is mundane enough to match the exterior, then they know a little), but they do have enough information to know it's a crow-demon's house, and that implies a thing or two. Maybe enough to make a decision.

Obviously it'd be better from an ability-of-PCs-to-get-info-before-it's-urgent point of view for me to have all these locations fully mapped but, hey, I got a life here. (PC freedom is hard work.) So far the PCs haven't eaten through the "wall of information" I've already built so we're all good.

So much for Oth. Mandy has been exploring the Isle with a lot of other people (not her sister) and has more than one PC, so when the session starts, she decides to leave the island and go somewhere else.

But where? They have a map representing roughly what the players know (and they are neither cartographers nor philosophers, so their knowledge is vague and the maps are vague) about the land west of Oth and another one for what's east of Oth (the one at the top of this post). If they ask for specific distances between familiar places in days or miles, I can tell them.

The west of Oth map has a lot of places they've been or know about--the whole campaign so far is on it. The east of Oth one is vaguer, but they could ask a sailor or trader for some info and find out more than they've ever bothered to--like: there's a chain of old island fortresses, some are still inhabited, the Realm of the Negatsar lies far to the northeast, stuff like that

I don't know a lot, but I know more than them. If I know, say, 10 things about what's going on over there, they could find out about 7 of them. Basically: the subgenre of adventure that happens over there, in different directions. My idea is: they'll be at sea for long enough that I can decide what's going on over there more specifically before they get there.

Because of my own limited information (and prep) and my calculation that this level of prep roughly matches what somebody like the standard Vornheim-born PC would know about this remote land anyway, right now their east-of-Oth decisions are limited to things like "Do I want to go to pseudo-Hungary or not?""Do I want to take a long sea journey to 1001 Nightsville or not?" There are no distinctive plot hooks or distinct objectives pointing in this direction, but then that's never stopped my PCs before so I don't feel too bad about it yet...

But they're not going that way, they're going west.

Mandy's sister's never been on Oth--she has a PC who rolls on the Flakey PC table and discovers she's been offered a military command during the weeks she's been away.

She decides to sail back across the sea to Vornheim and help out with the skeleton invasion going on back there. (Available information suggests the skeleton invasion is probably going to go ahead and fuck Vornheim right up if the PCs don't intervene. Which is ok with most of the PCs. This invasion was, incidentally, triggered by PC action, and the PCs were warned--if a bit vaguely.)

So Mandy and her sister sail back toward Vornheim. The sea is, to some degree, a known quantity. Mandy got to Oth in the first place by spending 6 days at the mercy of the Wavecrawl Kit so knows the drill: Each day you roll, weather can happen, sea monsters can happen, other ships can happen. Other ships appear on the horizon and can usually be investigated or avoided.

So they ail back and have some random adventures at sea. Near the end of the session they meet a (randomly rolled) ship full of refugees and pick up a (randomly rolled) passenger and the PCs decide to change course and head for the Goblin Empire. (I need to write a post about Girls In A Sandbox which will be about how girls change their minds a lot.)

Assuming the destination they chose, the PCs have 3 options:

-go by sea for 4 more days,
-land at a port that was dangerous last time they were there and go overland for 4 days,
-find another port, which would take more than 4 days and might force them to find more food, then make landfall, then walk overland.

They decide to go by sea. The session ends.
__________

Next session:

Well I know they'll start in the sea, so I've got 4 days of rolling on the Wavecrawl Kit before they hit land and I have to start figuring out how the goblins react to them. So far I've got 2 locations in Goblinland prepared plus I know generally how things in the Goblin Empire usually work politically, socially, biologically, geographically, magically and architecturally. These 2 locations can go anywhere I want UNTIL such time as the PCs start getting info about them, at which point they get nailed down to a specific place.

If the PCs sail somewhere in the empire I don't expect, then I'd roll here. If they manage to sail, land secretly, move inland, pass my prepared locations, and move toward an inhabited (i.e. "non-random-wilderness-encounter-having" location) all before the session ends then I gotta start making stuff up during the session.

That usually works out fine but it just means the PCs have no way of reconnoitering what's going down in this place before they get there (at least until I know they aren't pointed toward some place I know and start making shit up and they start asking around so I can feed them parts of what I made up) and so they have fewer opportunities for making meaningful choices about the tactics and tenor of their adventure at that point.

Thursday, September 8, 2011

Wednesday, September 7, 2011

Humanoid Hordes and Hex-Fillings

Humanoid Horde Details

So there's gonna be some gnolls or goblins or mongrelmen or just some people in the next dungeon. Use these tables to figure out what their deal is.

Roll d20 on each table or, for super-quick generation roll d20 and use the same number on all 3 tables

Aspect (this only makes weird humanoids, if you want more normal ones, just skip this step)

1 Lewis Carrol-esque
2 Clones or twins
3 Decadent
4 Drunk
5 Drugged
6 Enslaved (or slavers)
7 Experimented-upon
8 Friendly
9 Giant
10 Hyperintelligent
11 Immobile
12 Insane
13 Militarized (like Tolkien orcs)
14 Mutants or cripples
15 Nurgley
16 Religious
17 Sexy
18 Soulless
19 Steampunk
20 Tiny

Hierarchy

1 Magocracy--lead by d4+1 wizards, shamen, witches, etc.
2 Lead by a single wizard, witch, shaman, etc.
3 d4+1 leaders with d6 more HD than the rest
4 A single leader with d8 more HD than the rest
5 Obey the whisperings of a bizarre idol
6 Lead by a member of a more intelligent species
7 Lead by a wizardy/witchy member of a more intelligent species
8 "Lead" by a member of a non- or animal-intelligence species (giant ape, froghemoth, yellow mold, etc.) whose wishes are interpreted by a priest or witch
9 Lead by a hyperintelligent member of a usually non- or animal-intelligent species
10 Lead by an upper caste--roll on "Aspect" table above to determine the characteristics of this caste--d4 of them
11 Lead by the crippled or deformed (a bloated queen, sacred paraplegiac, etc)--d4 of them
12 Lead by the withered and old. d4 wiser and weaker than the rest
13 Multi-tiered organization: roll d12 on this table twice--the first roll outranks the second
14 Multi-tiered organization: roll d12 on this table thrice-the first roll outranks the second and the second outranks the third
15 Symbiotic unimind
16 Complex: Roll d12 on this table for the supreme leader, roll d10 for the "bodyguard" class, roll d12 on this table for the advisors
17 25% are berserk warrior-types 2hd more than the rest and +2 damage. 2 handed weapons, maybe
18 Sophisticated: as 17 plus roll d12 on this table
19 Sophisticated: as 17 and 13
20 Sophisticated: as 17 and 14

Allies (roll twice)

1-10 None
11 Mounted (on horses or centipedes or whatever)
12 Small attack animals (dogs, boars, lizards, etc.)
13 Swarm bombs (jars of bees, wasps, snakes, etc.)
14 d4+1 Monsters on chains (otyughs, carrion crawlers, etc.)
15 1-2 Gigantic monsters (mammoths, trolls, etc.)
16 Priest/witch raises dead to fight with host as zombies when they fall
17 Half their force is another intelligent species (roll on the tables above for it if you have time)
18 d4+1 Golems or steampunkish devices
19 Mutual-defense treaty or agreement with another distant local monster or group
20 Use strange monsters with weird attacks (basilisks, mushroom men, etc.) as shock troops

_______________________

What's In This Here Hex?

Michael Curtis' original Hex Dressing table is intended for when a hex is scoured and "something interesting" is found.

This one can be used that way and can also be used any time a wilderness encounter is called for so you can see what kind of landscape you're fighting in.

It can also be used just to figure out what's in a hex if you're prepping a map in advance, though beware it's not very naturalistically "weighted"--you have as much chance of finding a giant skeleton as a bog.

It's no good for drawing a big hex map since there's no way to get continuous rivers or mountains out of it.

1-20 Consult this table

21 Freakishly tall peak allowing you to see major features 2 hexes away in all directions (or twice as far as result 4, at any rate).

22 Corpse of megasized creature (dragon, giant, airwhale, etc.). Scavengers?

23 Extra thick forest of distinctive local flora (bamboo, twisty doomforest trees, mangrove swamp, etc.) movement halved and ambushes likely.

24 Site of ancient battle. Unburied corpses. Careful search will turn up 1-a magic weapon or piece of armor 2-an ancient map 3-angry undead 4-items of historical value 5-warrior magically preserved by an old spell who doesn't know what year it is or speak the local palaver 6-roll twice, d6 and d4.

25 Site of recent battle. 1-3 two local factions 4-local faction vs. fantastic beast or fantastic army 5-6 local faction vs. faction of distant land

26 Mist-bound valley. Roll under int + ranger level (if any) to avoid going the wrong way.

27 Small fortress/outpost. Abandoned.

28 Small fortress/outpost. Predictable local faction.

29 Completely inexplicable architecture half-built and then abandoned. Relatively recent.

30 Sheer cliff

31 Abandoned inn

32 Quicksand or tarpit.

33 Lake. Not a hex-worth, but big enough.

34 Pile of severed 1-heads 2-feet 3-hands (right) 4-ears

35 Remains of a doomed caravan. Various trade goods scattered around for a 1/4 mile.

36 Remains of abandoned village built in trees.

37 A landscape of huge, smooth Colorado-Springs-esque boulders

38 A giant's shoe or sock.

39 Recent meteor crash site.

40 Why is there a boat here? There's no water...

41 Desert or flat grassland or burnt landscape or something otherwise totally flat. Unusual features of adjacent hexes visible if they're tall enough to be above the horizon.

42 Vine-choked ruins of an old monastery or fortress form an aboveground maze, walls 15' high

43 Den. Recent.empty. Wolves or local equivalent begin tracking party here. They will attack once the PCs are asleep.

44 Salt lick or watering hole. Most major local fauna are all in evidence

45 Old bear traps.

46 Orchard. Edible fruits. Harmless.

47 Ruin of old castle

48 Crumbling aqueduct

49 Colossal statue

50 River with dam

51 Ruins of a giant's home

52 Spiky rock formations, 5-20 feet tall

53 Well. Water in it. 40% chance of a duck

54 Lonely monastery w/xenophobic monks

55 Freakish crystal formations. There'd be a 10% chance of gnomes if gnomes didn't suck

56 Ruined siege engine--1-siege tower 2-ballista 3-catapult 4-juggernaut

57 Recently burned settlement

58 A crowd of statues. Medusae? Basilisks? Art-crazy population? Weird religion?

59 Ancient, massive mollusk shell d20x100 feet across

60 An unusually large herd of whatever the local herd animal is

61 Thin crust of earth over lava. Occasional ground-level caulderas--10-20' across

62 Salt lake

63 Harmless, immobile, wallowing animals everywhere--turtles, seals, etc.

64 Ex-garden, now overgrown. Strange flora

65 Tracks of horses and warbeasts. A great host is afoot

66 Twisted freakscape due to excess magic, chaos-infection, passing of demons etc.

67 Abandoned asylum

68 Abandoned prison

69 Abandoned library

70 Stepwell

71-80 Roll twice. Keep rolling if you re-roll this result

81-85 Roll thrice. Keep rolling if you re-roll this result

86-00 Landscape typical of this area

Tuesday, September 6, 2011

The Prolix Spheres

The Brides cultivate them, and keep them in vats.

The vats are round and wider than a well, 7-10 feet across, waist high, thickly steaming.

The spheres themselves float in clusters, half-submerged in a liquid the green of green tea that almost reaches the rim.

The spheres range from grapefruit to cantaloupe size, are a fleshy grey, and are covered in mouths the size of ordinary human mouths.

Each mouth spend its days whispering all the sins of some specific someone somewhere. Patiently and continuously.

It is said the Brides have a filing system.

The Lair of This Guy

Terrible is he!
Player's handout.
DM's key. Click to enlarge.

Monday, September 5, 2011

Quicky Fortress/Small Castle Generator

Initial Profile (What the PCs see when they first roll up)

-# Of Outer Towers: d12

-For landlocked forts, assume it's symmetrical or pick a shape. Each tower has d4 defenders visible.

-For seafront forts...
Troops and shape: roll a number of d6s equal to the number of outer towers. Where each die lands shows the location of a tower relative to the others. What's on each die shows the number of troops visible in each tower. Drawing a line "connecting the dots" from one die to the next shows the shape of the fortress and (roughly) the stretch of coastline it defends. Assume the landward side is wherever the largest gap between dice appears. There's a picture down there if you're confused. For scale, imagine each die represents a tower 20' across.

-Outer Walls

The walls'll be 3d20 feet tall, and the towers'll be d20 feet above the walls.

For seafront forts: Generally below the walls there's 2d20 feet of sloping ground. This is (roll d4) 1-normal 2-muddy and slow-going 3 muddy and slippery 4-rocky and slippery.

-Ease of climbing depends on the age and tech level of the fortress, roll d10 and subtract 5. A negative number means a corresponding minus to climbing checks, a positive number means a plus. Assume a climb speed of dex divided by two feet without a rope or dex feet per round with one unless you've got another system.

Defense profile (What you have to deal with if you're trying to get in)

-The total population of available defenders = number of defenders visible x d20
d4 will arrive per round in case of alarm

-Outer Defenses

The initial volley from the towers in case of an unexpected attack will be standard bow or crossbow fire.
The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will be as follows:

(d4 normally) (d12 for a goblin fortress)
1 More standard bowfire
2 Flaming arrows/bolts
3 Poisoned arrows/bolts
4 Boiling oil (-3 to hit, d6+3 damage)
5 Green slime vats
6 d4 Pig balloon riders
7 d4 Othuagg babboons (per tower)
8 Floating, biting, gas-spore like beings w/hallucinogenic spores
9 Goblin witch
10 Goblin alchemist w/ d4 weird devices
11 Goblin maggot priest
12 d4 Eyes of fate (per tower)

-Gatehouse ("Front door") Defenses

Roll 8 times on this table, rolling the same result twice means that roll's "wasted":

1-Barbican or gatehouse is up a winding staircase 4d20 feet high
2-Moat (d6+4) x 10 feet across (25% w/monster) (25% curving causeway (2d100 feet long) through moat (allowing more arrowfire as foes cross)(25% full of acid)(25% hallucinogenic fumes)
3-Inner portcullises cut off gatehouse at both ends
4-Arrow slits in gatehouse
5-Murder holes in gatehouse
6-Barbican with murder holes and arrow slits in front of gatehouse (50% has roof) (50% has cut-off portcullis)
7-Secondary walls--d20' higher than outer walls, # of inner towers = number of outer towers minus d4
8- Exotic monster let loose in barbican (or gatehouse if there's no barbican) in case of attack

-Lowest windows (in case intruders are trying to grapple and climb in them) will be d20 + 30' up. They can be treated as AC 15 +d4 or AC 5 - d4 for purposes of trying to chuck a grappling hook up there.

Complications (d4 of these)--Roll d30 d4 times per fortress to decide which

1-Secret entrance. Roll a d12, this represents what "o'clock" the secret entrance is at, assuming north is 12 o'clock.
2-Fortress garrison is being attacked by local faction when PCs arrive
3-Fortress garrison is being attacked by a monster when PCs arrive
4-Fortress garrison is dealing werewolf/changeling/The Thing, other "enemy-within" type monster when PCs arrive
5-Fortress garrison is lazy drunken debaucherous irresponsible louts
6-Crazy dangerous beast is being transported to the capital and being housed here in the meantime
7-Mad treasure kept below: d10x100 gp worth
8-Mad crazy treasure kept below: d6 x 1000 gp worth
9-Interesting treasure kept below: d10x100gp worth plus one magic item
10-Internecine warfare within garrison
11-Garrison has horrible disease
12-Important prisoners kept in the dungeon
13-Bizarre architecture. Fortress is built on stilts, struts and pillars
14-Bizarre architecture. Fortress is built of some bizarre semitranslucent stone--shadows move and wells of torchlight flicker within
15-Bizarre architecture. Fortress partially made of colossal animal skeleton
16-Bizarre architecture. (Other.)
17-Poisonous or carnivorous mold, vines, algae covering everything. Garrison protects itself with bizarre filter masks or injections.
18-Crazy wizard's lab experimenting within
19-Important visitors--lords or ladies or something
20-Weird chaos cult or demon worship
21-Recent natural disaster has created a crack in the castle's defenses
22-Garrison's expecting people and think the PCs are them
23-The fortress's garrison is rebelling agains the lords that nominally control it. May attempt to enlist the PCs to their cause
24-A feast or somesuchlike is being celebrated when PCs arrive. Garrison's probably distracted
25-The garrison is cursed. Hollow-eyed and hopeless
26-Princess locked up in tower needs to be rescued.
27-A desolate area. Garrison is low on supplies. May trade or run outta arrows
28-Freaks! The garrison is all mutated in an identical way. What's the score here?
29-Lotta time on their hands. They make cheese or wine or tapestries here.
30-Lotta time on their hands. They gamble on basilisk fights or whatever here.

If the same complication is rolled twice, use one of these (d6)
1-Captain of garrison is cordial and curious about outsiders. Or pretending to be…
2-Captain is insane
3-A member of the garrison falls in love with a party member
4-A member of the garrison owes a party member a favor
5-Captain intends to capture PCs and pump them for information about some intriguing scheme they actually know nothing about
6-Interior architecture is irrational--dead ends, pointlessly sloping passages, etc.

"You Are Listening To Me Talk"

Here I am on the Save or Die Podcast.

Is it interesting? Maybe!!!!

Here are the rest of the interviews I've done on game podcasts, with and without James Raggi...

Dungeons and Donuts
The Game's The Thing(including my favorite James Raggi interview material ever)
Gamer's Haven(w/funny photo of me from the New York Times)
All Games Considered (with Kimberly, Satine and Mandy)
Yellow Menace (with Mandy)
RPGCircus (with Mandy)