Tuesday, November 1, 2011

Starry Wisdom

1. Discuss:

I was never totally sure why everyone wanted to be Han Solo. Maybe it was because he wasn’t born into it, like Luke, with the birthright and the natural talent for the Force and the premade story. Solo had to make his own story. He was a freelance protagonist, a relatively ordinary guy who got to the major leagues by being quick with a gun and a joke. He was, basically, a hero because he was funny.


(-From How To Live Safely In A Science Fictional Universe by Charles Yu)(A good book)

w/r/t: (pick at least one or make up your own)

Existentialism
Sandbox hero v. plot fiat hero
3d6-in-order
Taking gaming seriously v. not
"Actually the real reason is..."


2. (Extra credit) (quote continues...)

Discuss:

Whatever the reason, first place was always Solo, always, always, always, and second place was usually Chewbacca, because if you weren't the one saving the galaxy, you might as well be eight feet tall and covered with hair.

w/r/t:
(pick at least one or make up your own)

Gonzo players
"Kitchen-Sink"
Heroism v. weirdism


3. (extra extra credit) Considering your answers to (1) and (2), explain about Boba Fett.

It really tied the hovel together

Blogger ate my original post after I wrote it, so here's a very short version of the actual play report:

Satine Phoenix (behind a chair, long story), Connie, and Caroline Pierce...
go into the snowy marsh to find the foxwitch...(oh and blogger how much do I have to type so that the formatting won't stick Caroline behind the Keith Parkinson picture down there? This much? this much? More than that? I don't really understand or want to right now I have to go to the store and get this coconut bliss ice cream from the store for Mandy so just let me knwo when I can... Ok, right so anyway into the Hagwood to find the foxwitch...(like that only more fox-er.)

The foxwitch sleeps CP and Satine and they wish the party cleric was there but she's sick in bed so cleric heal thyself..."Oh no I'm sick and not actually eating sushi like I am in this picture" says the cleric.


So the muscle of the party is gone and the thief is the only one left. This could be a total party kill.

So then anyway the foxwitch begins to install str 17 Satine and Str Caroline underneath her small stone house in with the phalanx of other exhausted women under there who are all doing the Atlas thing holding the foxwitch's house out of the marsh and keeping it from flooding and so her carpet being ruined.

Connie then decides to throw a sling stone at the women holding up the house.

This works and causes the house to pitch forward and the foxwitch has to wake up Satine to help her hold the place up.

But then Connie 20s the foxwitch in the back with a mace and runs inside the house to try to drag the carpet into the mud.

Foxwitch freaks, follows.

This then causes considerable strain on the women holding the house up.

CP wakes up.

Things become increasingly confusing.

Satine fires a crossbow into the melee and the witch dies with a bolt through her neck.

They manage to get all but four of the women out from under the house before it collapses--they might've gotten more if Connie hadn't stayed inside to loot it.

Saturday, October 29, 2011

Occupy Abulafia

So here's an adventure:

The Forsaken Keep

The dungeon was originally a vast city of snake-people but has been forgotten by most civilized races for eons. It was rediscovered due to the recent death of the medusa responsible for the statues from which the surrounding stone was quarried. Near the North entrance, a werejaguar of unusual intelligence suspects it may contain a female druid (-Lvl 5-) named Nixie Gott, possessor of an important book & rumored to possess a whetstone of unusual properties--one of particular interest--and so has dispatched hyena-like humanoids into the complex. They communicate via burning things.

Meanwhile, a group of tiny hyena-like humanoids who entered through a secret door to the North suspects it may contain a jade that they value. Their leader is said to be strangely cloned and is also a hulking bruiser with dangerous pets--a swarm of bats that appear to obey his/her every whim. They roams the halls looking for sustenance. They're also far faster than the typical members of their species. This group uses a powerful but barely-mobile psionic medium to spy on the other group of intruders.

(In recent weeks, the two factions have begun to notice each other in the halls.)

Unbeknownst to either side, a giant mantis--a superevolved, hyperintelligent, one--lives deep within, inside a network of tunnels leading eventually to a crown which it prizes beyond all things.

It has constructed traps around its lair--for example, magical sensors connected up to rotary saw blades --but also four stranger traps, informed by its bizarre alien intelligence, which cause intruders to be destroyed by their own depravity. It can avoid the traps easily because of its unique abilities.

The other factions have made about four traps each as well, but they are cruder, since they've been recently and hastily thrown together.

In addition, there are many hazards that are the legacy of the dungeon's original inhabitants. No-one has yet discovered the secret passage within the garbage pile on the fourth level.

Due to the subtle influence of a magic egg (below the fireplace on level two) with a powerful curse on it, nearly all of the inhabitants have become increasingly delusional and some have gained additional bizarre physical and mental deformities. Some have become obsessed with earthquakes for reasons unknown.

Perhaps the most disturbing room in the dungeon is the so-called "panic chamber" which the intelligent creatures in the dungeon fear above all else. However, beyond it there is a male author who hails from the homeland of one of your PCs and may aid him/her, though s/he covets the PCs' (whatever they have that's unusual) and is repulsed by the sight of every stairway s/he sees in the dungeon (sheesh, artists are so sensitive).

The dungeon's architecture resembles an overgrown prison, however every mirror in it is made of electrum and obsidian.

In addition to these things, it is said by some that, hidden deep within the complex, where no mortal has been in eons is the Crown of The Long Cold and a last enclave of Ancient Men, sleeping in suspended animation for thousands of years, ready to be awakened.
__________

Sick of dungeons? Here's another adventure...

The Emerald Canyon

The PCs have heard that if they safely transport--A female warrior (-Lvl 7-) (named Galiana)--soon to be wed to a powerful saboteur & rumored to be the lover of a powerful jester--they will become rich. The bride-to-be must be moved from an inn: The Mug and King, (famous for its bacon-wrapped halibut) to a brutal temple of a primordial faith based on the worship of a god associated with daggers.

The perilous road will take our heroes through the site of an ancient battle where a group of chain-wielding jackal-headed warriors headquartered in a monastery rule. They are slaves of a bioengineered upper caste lead by one called The Lord of Despair.

The vast battleground also includes a treant fed on the blood of the ancient dead and a man-headed centipede.
_____________________

Anyway as you maybe figured out I've been fucking around with Abulafia some more.

This post's purpose is threefold:

1-to tell you it's neat

2-to recommend you make some generators or add some depth or content to existing ones,

3-to be like 'I smear liquid plastic on paper and put my dick in people for money and even I figured out how to do this so it can't be that hard'

Here are the generators I've made so far and some things you could do to/with them:

Dungeon Overview: This is probably the slickest and most complete. And, for me at least, it produces stuff pretty useful right outta the box. If I was you and I liked dungeons, I'd clone it and modify it into a version that fit the kind of stuff in your world.

Fantasy Assignment:
This is like rumors and jobs basically. It's very uneven. It basically goes Verb Objective Location. The objectives are fairly decent since Abulafia already had a huge library of objects and monsters and NPCs to draw on and the verbs are ok but hardly cover every possible assignment or kind of assignment yet. The locations are the most uneven part--they come from...

...this Fantasy Adventure Location generator: there are like 50 kinds of locations, some with lots of detail for the DM (like the fortresses), some with a little--like the cities--"a cosmopolitan city, known for its ancient ruling caste as well as its monstrous buildings", some have none "a mountain". This is a place where I feel like people could really help out--What are some things you'd put in a swamp? A temple? A desert?

Today At Sea
As described before, it's a slightly modified version of the wavecrawl kit from this blog. It's pretty good, thinks me. But more options would never go amiss--particularly for the sea creatures subtable.

Random Humanoid Horde
Pretty decent version of the one from this blog. Includes options for the basic races (goblin, gnoll etc.) plus a less likely option for (random animal)man.

Fortress Generator
From this blog: does its job, I think.

Hex Map Key
Generates 100 hexes at once. Most are dull on purpose. It's perfectly functional for a lot of things (cut it, paste it, give it numbers matching your hexgrid) but you could easily add more detail at every level if you were so inclined. Also: there are no climate-specific versions of it and the monsters are as yet totally random rather than segregated to make sense (Encounter: a pack of hyenas (two, actually) killing a swarm of bats). In addition, many of the possible locations from the other tables (mansion, etc.) are not integrated into this table.

Dungeon Room
Ok as a springboard but could use some work: generates 2-5 exits, a room type (mess hall, stable, etc.), an encounter (possibilities: trap, monster, trap+monster, 2 monsters interacting) and the possibility of one other random object ("a grape""a sword").

Every room has an encounter of some kind--unlike the hex generator this is just meant to generate a room that's interesting, not a whole map full of exciting and boring rooms.

This could be improved in a lotta ways if one was so inclined. The monsters, again, are spectacularly random (" a mold (actually several) chasing a quaggoth").

Creepy Fantasy Villain
Generates 10 results which sound like the kind of "spooky occult phrases" the FBI's COINTELPRO used to include in anonymous letters to Alan Ginsberg and Bob Dylan-- of which about 8 are generally dumb ("The Huntsman of The Wolves " "The Knight of The Infinite Night ") and 2 are awesome ("The Merchant of Failure" "The Oracle of One Thousand Lunacies "). Not terribly complex at this point but probably not a priority.

Arabian Nights-Ish Scenario Generator
A less complicated prototype of the Fantasy Assignment one I made for Mandy's Al Qadim game. If you're inclined to tinker with this, its main virtue is it draws on abulafia's pretty decent middle-eastern-setting occupation generator.

These are more like utility generators, mostly just providing sub-libraries for other generators to draw on:

Exotic Landscape:
Cut and pasted straight from this blog ('Cobalt Reach'). Very simple. Could use more options.

Fantasy Mansion Domestic Security Generator Cut and pasted straight from this blog. Very simple. Could use more options.

Fantasy NPC (Basic) Race, job, gender. This one's pretty thorough, though it'd also be a good place to start if you wanted to make a new version of the generator weighted toward fighting or adventurign NPCs. Right now there as likely to be a barkeep as an archer.

Fantasy Person Of Interest
A simple, described NPC (race, job, gender) with one or two random things about them. If you want to fuck with this one you could add a few more options for the kinds of details. Like there's no option for, say "Wants to be ruler of ____" or "Despises ____" etc.

Fantasy Town (Simpler)
this is just a stripped-down version of one that was already on Abulafia. It provided a little too many unconnected details for my taste.

Weird Fantasy Monster
this includes every monster I personally would wanna use (including, now, all the monsters in the Folio, since I did all those posts dedicated to making those monsters usable to me). There are several other bestiaries on abulafia you could use instead if you want a more general list. Or make your own by cutting and pasting from mine and theirs and any other list you have.

Also there are no monster-by-environment tables yet. Could be very useful.

I also added a ".Weirdsymbol" directory to the "animal" generator which includes all the real-life animals I could think of that were creepy or vicious or symbolic. i.e. no squirrels, but it's got maggots and squids and lions and tigers.

Also of interest:

The Traps generator is ok, but could use a lot more options if you were so inclined and there's no way to generate a specific kind of trap only (magic, rustic, etc.) . Since it can be used to feed so many other generators it'd be neat to add more options, like "touching (randomobject) opens bars freeing (randommonster)" etc.

_________

Tips to make new thingies:

I don't know how you're supposed to make a new table, but I just do a search like "Mermaid Tail Types" then it tells me there aren't any tables named that but I can make one if I want and there's a link and I hit it. then I hit "Edit"...

A bunch of crap goes at the top which I can't type here because blogger automatically turns it into format code but you can swipe the stuff you need from an existing generator--just set "iterations" to "1" if you're new at this.

Then type...

;main
1,[Thenyouwritethenameofatablehere]
_____________
Then you write a word in those brackets that describes your table--Tailtypes or whatever.

then you go below and go:

;Tailtypes
1,Big
1,Scary
1,Funny
1,Hilarious
1,Gigantic
_______

Then write a bunch of crap at the bottom of the table after a break you can swipe from another table...

...and then you're done. You can make it more complicated in lots of ways but if you take a look at some pre-existing tables you can probably figure out how it's done. If you want your table to draw on an existing one you put [Fantasy NPC (Basic).Main] for example in there. If you want to draw on a subtable of one of the existing tables you'd do like [ Fantasy NPC (Basic).Classes] and it should work. Be aware that hitting "enter" to make a new paragraph int he output doesn't work and just ends the thingy--you have to put in line break code--"
".

Here's what a finished one looks like:

(some code)

;main
1,[Gender] [Race] [Job]

;Gender
1,male
1,female

;Race
60, there's nothing here because this result is just "implied human"
10,elven
5,dwarven
5,halfling
5,half-orc
5,half-elf
1,possibly doppelganger
1,possibly not-entirely human
the numbers aren't all 1's because I've weighted this table

;Job
1,metalsmith
1,milliner
1,silversmith
1,tanner
1,tinsmith
1,trapsmith
1,weaponsmith
1,architect
1,artisan
1,bricklayer
1,carpenter
1,cartwright
(etc.)
(some more code)

That'd produce a thing saying "Male cartwright" or "Female elven cartwright". If you want it to spit out lots of results you make the "iterations" number higher.

______

If you make anything, let us know here in the comments....

RIP Gleichman, August 12, 2011-Oct 28, 2011

Do two wrongs make a right?

"Let me tell you about my character..." that would be wrong.

"Let me tell you about my dog" that would be wrong.

But...let me tell you about my character's dog.

Once upon a time there were some people waiting for me to play game with them. They spent their time joking and laughing about a guy who was arguing, quite earnestly, that you shouldn't name fictional characters after real people.

And then my head popped up on their G+ windows, and they said hello and they told me this guy Gleichman had claimed the novel Abe Lincoln Vampire Hunter was bad because it might make people think Abe Lincoln was actually a vampire hunter. I said my thief now had a dog and he was born here. I rolled up a war poodle. About the silliest thing on the table.

They said "What will we call him?" I said why don't we name him after the guy. Which was about the silliest way to name him.

This being a basic D&D game and my character being a level 1 thief, the predictable thing happened--everybody joked the dog was way more useful in a fight than my PC.

...and kept joking about it. Because the dog went everywhere my PC did and my PC went everywhere there was videochat D&D game on while I was awake and working at my drawing table for the last three months. And saving everyone. Everywhere from Bone Hill to a land of smiling halflings where he was dyed rainbow colors--which is about as silly a thing as could possibly happen.

In the Caves of Myrddin--where he died nobly, after helping kill a pair of giant shrews, covering two hopeless low-levels and his worthless master's escape from a pair of vampires named Lenny and Squiggy. Which is about the silliest way you could possibly die.

But despite all the intense silliness of Gleichman's entire existence, here's the thing: when the actual player characters die (especially these low level PCs in these videochat games played by mostly RPG veterans) the players are just right there in front of you going "alright--them's the breaks--haul out the 3d6"--maybe they're just putting a brave face on it and trying not to seem like a n00b, but they, the player, are still there in front of you, being alive, so it's like whatever (at least so far). But Gleichman? He had no existence except in the minds of 10-15 gamers spread all over the world, who will now imagine him no more. And he was so loyal and so brave. He always rolled better than me and he hauled us all out of the fire so many times. With infinite patience, he saw my 3d6-in-order thief up 5 levels in 3 months. We had his teeth silvered--near the end--to fight the undead, but it did him no good. Poor guy.

Gleichman is, to me, a little slice of pure Old Schoolness--slain by two 8th level monster and a DMs total lack of belief in balanced encounters, rolled up on a DIY random table by the guy who wrote the table, purchased by a player who hates pets in games out of pure mechanical practicality, completely devoid of background o, preposterously over-powered next to the PC who bought him, and ridiculously under-priced at 25gp, and yet, after a few sessions, I loved his dumb, silver-toothed, rainbow-colored carcass. And I don't think I was the only one. "Character background is what happens between levels one and six". What happened between levels one and six is at the beginning of every session when people saw my face pop up on G+ they said "Oh, Zak--you're bringing Gleichman, right?"

Go easy, little guy. You were a good pup. Your leash was Rope, 50' and your food was bugbears and goblinflesh. You died a soldier, because I rolled a 1.

DMs of my PC, Blixa, should know he now carries an extra quiver of bolts with the steel heads removed and replaced with wooden ones, 3 vials and one wineskin of holy water, 5 cloves of garlic, a mallet, and has five wooden stakes.

Oh, and...

(rollroll)

"29 Wolfhound. +2 to hit vs. same-size foe. (11 hp)"

Wolfhounds look so dumb.

Almost as dumb as poodles.

I think I'll call it Abe Lincoln Vampire Hunter.

Friday, October 28, 2011

Slacker DM Adventure Checklist

I put out a "topic request line is open" thingy and got some responses. People asked me to talk about some stuff.

Thus the recent rigorous, and diamond-clear analysis of the bard class at the request of Kiel Chenier.

Another request from someone else was "...a post similar to your analysis of trap types would be cool, but on other campaign-creation/running topics." So this is that...

Particularly: different kinds of location and what you need, at minimum, to run adventures based in the kinds of places you get in D&D.

So let's assume the following things are a given:

-You are swift enough to think up stats on the fly or have a book with stats in them for any relevant monsters.

-You have a list of what monsters can go in which environment in some kind of form.

-This'll start as a location-based adventure. That is: first day the PCs are just going to a place for some reason and have a single thing to do and the adventure consists of obstacles and consequences resulting from meeting them. Obviously if you have more plot and interference from NPCs and acts of god and what-all you will need more stuff. But this is just what you need to get through that first day.

________

I also want to define a term I'll wanna use later:

Social obstacle: This is one or more NPCs that want things the players might be able to provide (the NPCs must believe or be able to be convinced the PCs can provide it) and are able to possibly inflict consequences on the PCs if they don't get it.

________

Dungeon
Dungeons are easy, structurally, that's one of the reasons they caught on. You'll need:

-Entrance points and ways to indicate them to the PCs. (Is there one and hey, here's the entrance! Or more than one? Are they hidden? Do they wake up in the dungeon?)

-Things that make movement through the space dangerous. You could also, theoretically, make a dungeon where nothing is actually stopping you from getting to the treasure, but will activate if the PCs assume it's hostile and attack.

Like: to the PCs, it's a dungeon, but to the orcs it's just an underground orc city and they've got all these stupid piles of yellow metal lying around at the bottom of it. PCs want yellow metal? No problem! But of course the PCs will assume the orcs are hostile and kill Benny while he's testing his crossbow and...oh dear. Now the underground city is a dungeon. Note that any city or building instantly becomes a dungeon if the population becomes hostile. Thus: zombie movies. This is one of the problems of "civilized" adventures--if your players are like most players and just sometimes kill people for no reason, you may suddenly need a map at any time of a space that didn't need a map a second ago.

-A reason to go in there. The default is that there's gold down there.

-Meaningful decision points. No decisions, no dungeon, really. And for a decent dungeon I highly suggest:

either clues in the beginning (that are accurate) about what kind of thing's down each corridor (so the choice has meaning the PCs can track--'cause that's fun)
or

a way to go back after a decision has been made
or both.

Without one or both of those things, the dungeony nature of the dungeon is not exploited--i.e. if it's a fork with 2 identical doors with nothing to chose between them: go left and you meet an ogre and if you kill it the game ends and you find treasure and are teleported home or go right and you fight an octopus and the game ends and you are teleported home then it's not really a dungeon--it's a random encounter table with only 2 things on it. A big part of the point of a dungeon is it's an adventure that exploits the fact that architecture creates decision points.

-Technically, you don't need a map, though without a map it may be hard to keep track of which portals/decision points/doors lead to which thingy.

Cities Cities are tough to run. You could write a book... It's not just that they are extremely complex environments in terms of both layout and available resources--it's that, as noted in "Dungeons", players have an odd habit of turning cities into dungeons. So cities can be both abstract (like wilderness adventures) and concrete and the DM doesn't entirely control which they are when. Even assuming you are using a map with every building in the city on it, you still don't have the interiors of every building (or what's in the basement)(or the sub-basement). So you'll need improvisational skill and:

-Either an objective and players sure to want to accept that objective
or
an ability to describe the city in enough detail that players will see interesting objectives they want in it just from your description and players proactive enough to be like "Oh, the mayor's beautiful wife, eh? I want to seduce her"
or
players proactive enough that they want something that could be in any city. Like: "I wanna take over a smuggling ring". Uh, ok.

-Obstacles. You could get through a city adventure with no described or improvised NPCs, buildings, security measures, magic problems, natural disasters, or monsters, but you'll need at least one of those things or something likewise obstacular.

-An idea about how the guards/constables/cops/whatever will respond to disturbances and how tough they are.

Castle/Fortress You'll need:

-An objective in the castle or PCs willing to, with no input from you, decide they want a castle or to get to someone who has one.

-Obstacles. A fortress or castle will commonly have any of 3 kinds of obstacles (one outside, two inside):

1. Breaking-and-entering type obstacles. Like this stuff (or, more specifically this stuff). Using premade B&E obstacles makes the adventure really easy to run--one of the reasons I wrote those tables is the bang-for-your buck factor is so high. A building with a decently described exterior security profile (walls and ceilings and people shooting at you) and a reason to bypass it can keep the PCs busy for a gratifyingly long time.

2. Social obstacles.

3. Dungeon-type obstacles. Note that you if you want to include these there's generally a "dungeonizing trigger"--that is, a thing that can happen that'll turn the place into a dungeon or a part of the fortress where movement starts being contested by traps/monsters/etc. You don't have to describe the fortress concretely outside this area--i.e. no map is that necessary until the dungeonizing takes place.

A fortress in crisis (earhquake, etc.) can have any kind of obstacle in the world.

Note also that if the PCs get in easily and the inhabitants are friendly it could suddenly turn into a dungeon if the PCs make the inhabitants mad (or if the inhabitants betray them).

The Wilderness
You'll need:

-An objective. Unlike many other locations for adventures, the objective doesn't need to be in the wilderness--the PCs can just be crossing it to get to the objective. In fact, the adventure will be way easier to run if the objective isn't in the wilderness. If the macguffin or whatever is in there then you suddenly need some way to mark out whether the PCs have found it or gotten to it either by searching for a given number of time intervals (and maybe rolling a random encounter per interval) or by having a map or at least some landmark ideas (i.e. "if they search near the hollow tree they'll find it, if they search near the pond they'll fight Nixies").

One simple compromise, if you already have a wilderness encounter table, is to just put the objective on it, possibly with a mechanic ("add +1 per day of searching") that makes it increasingly likely they'll find it. You could have a d20 table and have the goal be result 21.

-Obstacles and a philosophy about how to inflict them. The easiest but least interesting and most railroady is just to say "there will be these encounters before the PCs get where they're going". If, on the other hand, the PCs start to notice that they definitely have legitimate reasons for doing one thing over another ("resting here will get you your spells back but will probably result in more encounters since you're here longer", "going along the ridgeline means vultures, going through the valley means wolves") then you start to move into "fun and interesting choices" territory.

However, this can require more thinking and maybe prep. If you don't have yur map all hexed-out, a simple compromise is to definitely start with an encounter that offers a choice--you see an intriguing thingy, (its a trap set by an intelligent creature) what do you do? and base what happens next on that. That way you don't have to plan out a decision tree or encounter table but the PCs aren't getting totally railroaded by your lack of concrete world detail--the shape of the adventure immediately reflects their decisions.

-Contingency planning: you'll want an idea about how the PCs having or not having horses (or local equivalent) will affect the encounter scheme. Like does that mean fewer encounters? Different encounters? etc. Or you need to just know for sure that they won't have them.

-Not necessarily a map but an idea in distance or time or both about how big this place is. Or at least the distance between PCs and objective. 3 days away, 30 miles, whatever.

The Sea You'll need:

-An objective. These pretty much operate the same way as in the wilderness--it's easier if the goal's on the other side of the sea than somewhere in it. If you're using the wavecrawl kit or another random encounter table you could just replace one of the results on one of the tables with the objective, though.

-Obstacles--again, this is a lot like the wilderness, you'll need a philosophy about how to inflict them.

One difference is--in many cases (thought not all)(this is one of those things I type because I see the reader comment forming in my head already) it's pretty hard for another ship to surprise the PCs' ship--so you need to consider how it'll go down. So if the main obstacle you got is pirates, you need to know how trying to outdistance pirates is going to work, mechanically, in the game.

For completeness sake I guess I should also note that weather can more easily and frequently be an obstacle at sea than elsewhere.

-An idea about how the ship works. You don't need a layout of the ship that much--but knowing who is sailing it, how it can be damaged, what happens at night, whether and how the other PCs help sail it--all these things you'll probably want to know.

-An idea about armor in the water. How many rounds before you drown?

-Like the wilderness--not necessarily a map but an idea of the time or space distance between PCs and objective. If the possibility of being blown off course is in the cards in your game you'll want, if not a map, at least an idea of where that would lead.

Island An island adventure is basically about whatever you put on that island to explore (a city, a wilderness, etc.) however there are a few additional considerations:

-What (if anything) is going to happen to the PCs' boat while it's tied up and waiting for them to get done killing giant ants or whatever?

-Parking: most PCs will be able to find a way to make landfall wherever the hell they want on an island's perimeter. Even if the boat has no lifeboats or boarding craft and is too big to land anywhere but the one port you drew because you say there are big rocks under the water everywhere else and the PCs can't swim, they will find a way to come onto that island from some direction you didn't intend if they see any percentage in it at all. So you'll either need a map or to abstractly describe the area, mechanically, in such a way that this doesn't ruin your game.

Isolated Building
Haunted house, abandoned temple, etc.

One important difference from a fortress/castle--and this is only if you are using dungeon obstacles (as opposed to social ones)--figure out whether there's any way in or out besides the ground floor entrance(s).

Obviously you can make it so every window is locked and magically impenetrable and the walls are 9 feet thick and there's no chimney but if you do that too many times the smarter players will start to hate you. A small dungeon (like a one-shot haunted house) with an entrance where every window is that still works no matter which way the PCs enter is just a click or two harder to put together than a regular dungeon with one entrance. Seems obvious but people do forget this a lot.

Village or Inn or Isolated Building With Social People In It This is basically just like a city except easier for three reasons:

-Less cops. If the PCs cause trouble, you can always say the militia's too scared to come down on them if it suits you.

-Limited resources. A tough thing about running a city is: if PCs want it, they got it. With a little groundwork, you can make plausibly make anything scarce (oil, arrows, new armor, henchindividuals) in a village or lonely place.

-It doesn't have to be interesting other than the adventure the PCs are having. Sure: it can be, but there are good aesthetic reasons for having typical, innocent villages and inns once in a while, in most settings.

(Abulafia's random location generator tosses out the possibility of an adventure in an "enemy's encampment"--I assume the PCs are disguised or diplomats, or else it would be an "enemy's weenie roast"--which would be kinda like a town except the first and third of these "easyfiers" would disappear.)

River/Canal Why on earth am I bothering to list this as a separate thing from Wilderness? Because rivers make things surprisingly complicated...

-Like the wilderness on foot/on horse thing, you need to plan for encounter intervals that work on foot or at the boat speed. Unless you're railroading them off the boat--in which case why have a river as the location anyway?

-Also, if the river is wide enough, and if the land encounters are with a discrete, landbound foe (a specific group) then they will need crossings if they're gonna ever go to the other side of the river. And which side they're on should be a thing or else--again, why use a wide river as a location?

-You can also get a little fancier and put the river in a gorge during at least part of the adventure and then you have a sort of complicated when-can-we-get-in-or-out-of-the-river-and-when-can't-we situation.

All in all, a nice way to double your brainload for what at first seemed to be a nice innocent wilderness adventure spent rolling on encounter tables. Makes me glad most of the rivers on my map are frozen over.

Another plane Adventuring on another plane basically requires deciding which of these other locations that other plane is most like and running it like that. Plus having some ideas that make it weird and fun, like the children are made of angora or whatever.

Thursday, October 27, 2011

Clarification

It has come to our attention here at D&DWPS that some readers do not understand about how bards suck. To clarify, here is a diagram (click to enlarge):

On Bards

Bards suck.