Showing posts with label Sandbox. Show all posts
Showing posts with label Sandbox. Show all posts

Saturday, June 6, 2020

In Praise of the Humble Experience Point



America is having a tough week.  Actually it's been a tough year.  We've got the COVID, the protests against brutality, the escalating police violence against said protesters.  We've got murder hornets.  We're all personally affected by the stuff going on to one degree or another - here on the east coast, I know many people who have lost loved ones to the virus.  I sat down to write something cranky, but figured we've got enough negativity going around.  Let's talk positively about something I do like - the humble experience point.  And heck, maybe there's a way to make friends with the milestone approaches, too.

I had a terrible experience with 4E back when it was fresh and new, and that's what pushed me and my gaming group back to 1st Edition AD&D. We learned what the OSR folks were up to, and embraced the modern analysis of what made those earlier styles of play so much fun.  In fact I'd say the project of my blog has become how best to run 5E in a style that leverages lessons from the heyday of the OSR and early D&D.  Our weekly Tomb of Annihilation game is really close, but I'm not satisfied with the approach I took to managing experience.  That's a story to tell sometime.  So the larger work continues.

Let's step back and distill the essence of this play style I'm praising.  Those early legendary 1970's dungeon masters ran megadungeons, sprawling multi-level complexes.  Game structures were primarily site-based (dungeons or hexcrawls) and featured exploration as the principle motif.  Whatever story is bolted on top the underlying exploration chassis (such as stopping the rampaging giants, discovering the secrets of the evil temple, finding the lich's treasure, pursuing the evil Drow to their underground city) is almost secondary to the exploration.  Players are principally engaged with testing their wits against a hostile dungeon full of challenges, collecting experience points, and increasing their power.  This mode of play maximizes the amount of choice and agency to the players.  The players plan what they want to do each session, including resource planning.  (Ideally the referee collects their ideas at the end of the current session to better prepare for next time).  The game needs to telegraph enough information about the relative risk and reward opportunities so the players can incorporate that into their planning.  This is simple in dungeons, where each new dungeon level down has more dangerous monsters and more wealth.  In the hex crawl, distance from civilization is usually the barometer of danger.

Experience points are a complimentary game mechanic to site-based adventures.  They let the players keep score on how well they're doing in the game.  They're earned, not awarded.  The exponential nature of those early experience charts motivate the players to seek out greater challenges to maintain the same upward momentum.  Note that XP for Gold yields slightly different results than 5E's approach, XP for Fighting.  XP for Gold is an abstraction - all the effort that went into finding treasure - fighting monsters, casting spells, disarming traps, solving puzzles, and so forth, are all assumed to be part of the effort of recovering the treasure.  It's not meant to be realistic, but it is simple, transparent, player facing, easy to track, and non-arbitrary.  XP for monsters defeated isn't horrible, but it does emphasize different behavior.  I've found XP for Gold encourages craftier play, and games better reflect the Sword & Sorcery roots of D&D's earliest literary influences - Conan, Lankhmar, The Dying Earth, those types of tales.

With site-based adventures, the referee can mostly dispense with level-appropriate game balance.  The ref might populate the local area with the goblin mines, the ogre caves, the vampire's tower, and the dragon's lair in the distant mountains.  Or if the principal locale is a sprawling dungeon, you have level 1, level 2, level 3 of the dungeon, and so on.  It's important to telegraph to the players, through rumors, talking to people in the setting, and similar information gathering, which adventure opportunities are going to be more dangerous. The players choose what to go after - it's on them if their first adventure is to go knock on that vampire's tower door.  The creation of these sandbox locales or dungeon levels is really about seeding the setting with experience point opportunities.  It's both art and science calculating how much of a dungeon level or wilderness area you expect a party to encounter before heading on, and populating it with appropriate experience opportunities.

There are challenges with sandbox creation.  First, they can seem like a daunting amount of work - I think of prep time in terms of the sandbox triangle (you can have a lot of detail, but it takes a lot of work; or you can build out a bigger area with not a lot of detail for the same time investment).  Older editions put a lot of emphasis on random tables, both wilderness encounters and dungeon wandering monsters, to create a sense of a living world and give the referee some help creating content on the fly.  Finally, while there will be story reasons for various lairs and dungeons in the setting, and "plot hooks" that may motivate the players to go explore them, sandbox games are less about scripting an intricate story-line in advance, instead turning the keys over to the players and seeing what emerges from their activities.

I love site-based settings and exploration based play, and I strive to turn as much of the decision making and planning over to the players.  Incidentally, these are still the most popular adventure styles with the 5E crowd, too; go to any ranking list on the official 5E adventures and products like Curse of Strahd, Tomb of Annihilation, or Lost Mine of Phandelver, are consistently top of the lists, along with Tales from the Yawning Portal or Ghosts of Saltmarsh.  Hint:  they all feature exploration-based dungeons and open world sandboxes.  I've been wondering how it would look to shift from having the players bean-count their experience points to using something even more abstract like milestones.  Below are a few recent attempts.

Dungeon of the Mad Mage
When I was running Dungeon of the Mad Mage, the gigantic 23 level megadungeon for Waterdeep, I dispensed with experience points.  Mad Mage's levels are calibrated to where a 4 person party needs to literally clear (as in fight, kill, or drive off) every single monster on a given level in order to collect enough experience to level up.  It's tiresome to even think about, and way too much of a slog to be enjoyable.  Nope.  Instead I made the discovery of each new dungeon level into a milestone - the idea being the effort to explore a sprawling dungeon level, overcome traps, challenges, monsters, and so forth, represented achievements worthy of advancement (either a full or half level gained).  Mad Mage's staircases are geographically remote on each dungeon level, requiring a party to negotiate large swaths of the dungeon level before descending.  Normally I'd consider that a poorly designed map, but in this case those remote stairs became a feature, supporting exploration-based milestones.  That campaign went on the shelf due to COVID, so we only got through the first few levels, but it was going exceedingly well.  The players focused a lot more on scouting, negotiating with monsters, and using wits and guile to find those staircases in lieu of slaughtering every last monster.  In this case, milestones worked well as stand-ins for experience points - they were player-facing, transparent, allowed the players to keep score, and influenced player planning.

Mad Mage is not popular with the vocal part of the 5E crowd.  People look at 23 dungeon levels without an overarching scripted story, and they don't know what to do with it.  I'll add a discussion of Undermountain to my backlog on posts I'll get to at some point - what we did to make it more engaging.  Its not hard, but the dungeon master does have to do some work to overlay interesting story goals onto the megadungeon.

Dragon of Icespire Peak
Icespire Peak is the starter adventure in the second 5E boxed set (the Essentials Kit).  On it's face, it describes a sandbox type area of the Sword Coast, with 12-14 adventure sites.  There's a loose story in the sandbox - a white dragon has moved into the nearby area, and this has created some ripple effects that have put the sandbox in motion.  The dragon has displaced a mountain orc tribe, and the mountain orcs have descended into the valley, attacking places or displacing other monsters that are now encroaching on the villagers.  It uses a quasi-milestone approach... gain a level for each starter lair completed, then gain a level when completing two mid-tier sites, and so on.  I'm running a new Tuesday night game with some of the adventurer's league guys via Zoom, bi-weekly, so we're getting some experience with this one.  The adventures are presented as quests from the town master; the next 1-2 quests become available as the players finish the prior ones and level up.  The fetch-quest approach isn't awful; the players have been able to collect a couple of quest ideas at a time from within town, map them out, and plan efficient ways to go tackle exploring 1-2 locales on an excursion out into the wilds.  It's still enabling player-facing planning and decision making.

The village and Town Master is lackluster, and I'm finding it's critical there are interesting and engaging NPC's so the players learn more about the sandbox region.  There are cool places on the map to explore, not tied to any quests, and the players need to hear about them from NPCs.  As written, the quests and locales don't telegraph to the players the level of danger at each site.  That's an element the referee needs to work into the player-facing aspect of Icespire Peak.

Neither of these approaches to merging milestones and site-based adventures left me completely satisfied.  I suppose the Mad Mage approach was closest.  Listing out the attributes I like about experience points - they're simple, transparent, player-facing, easy to track, and objective (ie, non-arbitrary) - the Mad Mage approach comes nearest to meeting the requirements.  Unfortunately it puts a heavy constraint on how you construct your dungeon maps, and doesn't translate equally well to lairs or the hexcrawl space.  Might just be easier to maintain using experience points, as they apply equally well in most situations.  Would love to hear if any readers have successfully ported milestones into their exploration-based dungeons.

Tuesday, February 18, 2020

Open World Building - Arbitrate Your Sandbox

Last year I picked up a kindle book written by Alexander Macris called Arbiter of Worlds, a general collection of essays on how to build and run an old school campaign, and why this is the most satisfying and memorable approach to adventure gaming due to emergent story.  Honestly, if you're still out here reading OSR blogs, even that of a 5E adopter like myself, it's stuff you probably already know (albeit collected into a handy guide and presented in a conversational tone).  A lot of it's right there in the 1E Dungeon Master's Guide, nestled among all the purple prose and Gygaxian expository.  Alex, incidentally, is the developer of the Adventurer, Conqueror, King system (ACKS), a BX-style retro-clone with the campaign and worldbuilding elements dialed up to 11, with an especial focus on economics, domains, and warfare.

Both ACKS and Arbiter of Worlds suggest a campaign building approach called "top down, zoom in" that mirrors how I like to approach campaign building, so I'm going to give the methodology a try as I start working on "Erda".  Like it says in the name, you start with the world concept, develop a large area map, establish some broad brushstrokes around the history of the setting, and craft some notes on culture.  Then switch to the local area where adventures will start for the "zoom in" portion, creating a small area hex map, points of interest, settlements, dungeons - the detailed sandbox area.

It's a rational model and mirrors how I think about world-building.  I like to start with the big picture, but it's important to shift gears quickly into the pragmatic stuff that's actually going to matter at the table in the first few game sessions.  Following a constrained methodology will help stay on a plan.  With than in mind, as I develop the campaign setting and megadungeon for the Harrowdale campaign, I'm going to test-drive this "top down, zoom in" system and post the progress here.

As for the rest of Arbiter of Worlds, the essays are good.  I'll pull it out to refresh and see which ones warrant discussion out here on the interwebs.  I read it on the iPad during some air travel last year in a 3-4 hour burst - I get in most of my pleasure reading on work trips.  (I'm currently working on Ovid's Metamorphoses, a gap in my classics knowledge).  Arbiter of Worlds is a $5 kindle book over at Amazon (link here).  However, if you already own ACKS, much of the top down/zoom in approach is already laid out in the campaign building chapter (Secrets).

I'll be back soon with more notes on the Erda campaign, and updates on my Adventurer's League gaming: Descent into Avernus - blech, and the start of Dungeon of the Mad Mage campaign - two thumbs up!!  Plus my home game has started their exploration of Acererak's "Tomb of Annihilation" in Chult.  We'll have stories.

Friday, January 27, 2017

Quantum Difficulty in the Sandbox

I continue to be impressed by the open world nature of Skyrim (a popular console video game); there are 350 or so discoverable locations in the wilds, and 150 hand crafted dungeons waiting to be explored.  Because it's an open world, the designers can't control the order in which you encounter the content; you could find a nearby dungeon early on, when you're low level, or keep missing it until you're powerful and skilled.  If they lock in the content to a certain level, they risk boring players of powerful characters when they waltz through an early dungeon that was discovered later than expected.  And they certainly don't want to block off certain dungeons by putting a sign out front, "low level monsters inside, wussy characters only..." or vice versa.  The designers need to ensure players get their money's worth and have a chance to encounter all of the setting content in a player-determined order.  Enter a concept I'm calling 'Quantum Difficulty'.  The difficulty level of a certain dungeon isn't fully "locked in" until it's observed by a player that discovers the dungeon and enters it.  Until that point, the dungeon exists in a realm of possibility, fluctuating through various potentialities until fixed in place by direct observation.  This is a technique we can borrow for our table top games.

First let's loop back to an earlier concept I called "the sandbox triangle".  I've done a lot of project management in my career, and traditional project management texts use a term called 'the iron triangle' - on a project, you can't adjust time, scope, or quality, without making changes to the other points of the triangle.  You can't build a bigger house without increasing the duration and cost, for instance.  It's similar to an axiom in product development - the product can be good, fast, or cheap, pick two.  It can be applied to RPG sandbox creation, the sandbox triangle.  You can make a very detailed sandbox right from the start (high quality, with a big investment of time).  Or you can do something sketched out at a high level, with a fraction of the time invested.  But the relationship between the points is inexorable.  You can't have high quality or high detail or give the players total freedom, without investment of a lot of time.

Many referees do "just in time" development.  They figure out where the players want to go next week at the end of the current session, and use the time in between game sessions to prepare "just in time".  Overall scope is kept down, and time invested up front is also kept down.  It's a pay as you go mentality; you can't cheat the triangle, but you can manage it.  The alternative is to invest a lot of time developing detailed locations, and then pushing the players to encounter the content so the time isn't wasted.

Quantum Difficulty provides a way to develop more content up front than pure "just in time" development, without falling into the trap of having to throw stuff out later that no longer fits the character levels.  It means planning in advance how you might scale a location to be an appropriate challenge for higher level characters.  It could be as simple as scaling the number of opponents, or use a more 'video game style' where the actual monsters change based on a hierarchy.  For instance, Skyrim has weapon-wielding Norse zombies called draugr; as you become more powerful, you'll run into restless draugr, then draugr wights, and finally draugr deathlords.  It's a bit corny, but works.  4E had shades of this style of monster scaling, whereas 5E's bounded accuracy makes it easier to just add on numbers to the encounter and scale horizontally instead of vertically.  5E clearly has quantum difficulty in the foreground - I've picked up a few 'Adventurer's League' adventures recently, and they provides explicit guides on scaling each encounter based on numbers and levels of the participants.  The adventurer's league provides guidelines on scaling the adventure within a narrow range of levels - scaling from a party of 2nd level characters to 4th level characters, for instance.  Quantum difficulty anticipates scaling across much greater ranges.

There are some important caveats to ensure this new power of "quantum difficulty" is used wisely.  First, it can't violate game knowledge or established facts.  There should be places established in the game world that are dangerous and deadly right from the start, and if low level characters choose to go there, they'll get squashed.  The vampire's tower, the demon-haunted ruins, and the dragon's lair, should still be fatal to low level characters.  Choices have consequences and quantum difficulty won't save the players from themselves. The key to having an engaging sandbox is sharing information so the players make informed decisions about where to go and what to do.  Quantum difficulty can't undermine this core principle.

Quantum difficulty shouldn't scale everything, either.  Bandits are still bandits, and the players need to be able to smash weak opponents and feel a sense of real progress as they level up in the world.  "Bosses" and key encounters can get scaled to provide appropriate challenges, but mooks are still mooks.  Games where 15th level characters run into 15th level town guards drive me nuts.

However, the pros outweigh the cons.  You should populate the typical sandbox with 30-40 or so points of interest, and can pre-build maps and adventure sites, confident that you have a method for adjusting the difficulty when the players decide to visit the locale, without violating any principles of fair play.  It also lets you put more locations right on the initial map for the players to consider, and that's a powerful draw for me.  Particularly with more casual gamers, I like providing a detailed wilderness map with points of interest right on the map; using game time to make the players draw a map is one of my least favorite activities, since it's a 1 to 1 discussion between ref and mapper, and gives other players a reason to drift or get sucked into side conversations.  I try to limit it to dungeon exploration only.

Saturday, January 14, 2017

Tabletop Ideas from Skyrim

It only took five years for my kids to convince me to start playing Skyrim.

Since I spent the past year and a half sequestered as an academic, lots of family stuff and hobbies fell by the wayside - limited vacations, no GenCon attendance, things like that.  Each kid extracted a solemn promise to do something cool over the holidays; my daughter wanted to spend an afternoon at Barnes and Noble, hanging out at Starbucks and talking about life; my youngest wanted me to learn Madden '17 and try to challenge his crown; the oldest has been obsessed with getting me to finally play Skyrim and 'get it'.  With the master's degree safely behind me, I took the plunge over the holidays and got the Skyrim special edition version for Xbox One.  I've been enjoying the "open world" nature of the game, and it’s hard not to reflect on how we can adapt some techniques to enhance our table top games.

If you're reading this post based on the title, there's a good chance you know what Skyrim is already (or played one of the earlier incarnations).  If your luddite tendencies have kept you cloistered from modern video games - and who can blame you, really? - this brief video review provides a decent summary of the game and game world:  The Elder Scrolls V: Skyrim Legendary Edition Overview - Newegg TV



Now that I've seen enough to become a 23rd level high elf destruction mage, arch mage of the college of Winterhold, and member of the Stormcloak rebellion, here are various sandbox techniques that I plan on borrowing next time I do a homebrew sandbox game:

Through Line Quests
Regardless of what minor quest or story line the player is pursuing, there are some overarching "big threats" in the campaign setting that create verisimilitude as the player traverses the sandbox.  Examples in Skyrim include a rebellion between the Stormcloaks (rebel Nords) and the Imperials from the south; a plague of vampires and the presence of the Dawnguard, fanatic vampire hunters; the return of the dragons and the threat of a powerful, apocalyptic dragon lord.  Regardless of what you're doing, you might encounter patrols of Imperials and offers to join the Legion; voracious vampires and vampire thralls attack the towns at night; dragons wheel in the distant skies.

Thanes, Lordships, and Property
There are a half dozen major towns across Skyrim; each one is led by a Jarl, and there's a path to become a thane or lord in the Jarl's hall through service.  This opens up the opportunity to gain a follower, buy a house, or develop a homestead land out in the wilds and build your own fortified manor and hall.  After all, you need a nice wall to hang all those trophies!

Guild Memberships
There are a handful of major organizations where the player can climb the ranks - think of it like the thieve's guild, but covering other classes  - so far I've encountered the mages, the assassins, and the companions (the companions are Norse mercenaries that can turn into werewolves).

Discovered Backstory
NPCs disburse elements of the history and setting through brief one sentence blurbs, like tweets, limiting the narrative dumps.  Books are a much richer source of backstory - you're constantly finding books and notes in ruins and tombs; they tell history, and provide hints and clues on negotiating the current dungeon, too.  You can ignore them if reading is tedious.  Dwimmermount used this technique to great effect, and Jim LOTFP pioneered it way back in Hammers of the God, where the secret shame of the dwarves could only be discovered if you worked through the library of books.

Towns
Each town has a distinct character, lots of little subplots and stories, and a number of common services;  an inn, a merchant or armorer, and an apothecary or alchemist.  Plus the local lord and guard.  There's a lot of value in putting more effort into the towns in your game.

Quest Overload and Organization
Skyrim overloads you with things to do, forcing you to prioritize your own story arc.  However, all of the quest ideas and rumors are conveniently organized in a journal.  As a busy adult who only plays once a week, it's really helpful to return to a game log and see my current options as a memory refresher.

In my Dwimmermount game, I made some play aids to help the players keep track of quests and lost knowledge.  I can see myself generalizing it further to include all sorts of quests and rumors that get picked up.  As old school DM's we sometimes view 'note taking' and memory as skill testers, which runs counter to casual, beer and pretzel D&D playing; if the setting is going to deluge the players with options and things to do, help them keep track of the options with a journal of some sorts.  When you show up to game at the end of a bruising 40 hour week, the last thing you want is to have to recall obscure parts of The Silmarillion in order to play.  (Or Forgotten Realms lore).

Level Scaling the Extreme Sandbox
This one is a bit controversial, but Skyrim uses what I'm calling "quantum difficulty" - the levels of ruins and dungeons get established when you enter them the first time.  It's not 100% level scaling, or else you wouldn't feel like you're making any progress.  For instance, a wolf that used to be a dangerous fight can now be dispatched with a single blow.  But a newly discovered barrow, which might have contained Norse undead (draugr) when the character was low level, will feature more dangerous draugr variants if you first discover it as a higher level character.

I'm getting more pragmatic as I get older.  If you're going to present a plethora of choices right up front, there might be an opportunity cost to choosing one thing, and ignoring something else.  But if the dungeons aren't going away, the players may loop back to an earlier rumor and pick it up when they're more powerful.  For instance, the early game has the players hearing about a group of "vicious bandits" that have made travel north in High Saddle Pass difficult.  The players travel in the opposite direction and have a series of engaging adventures somewhere else.  When they return to the north and go after the bandits now, assuming the problem persists, maybe that group of zero level men and humans they might have encountered as level 1 characters is actually a mixed band of humanoids and ogres that can challenge a higher level party.  Is that palette shifting, or just-in-time development, because the nature of the bandits was never fully established in prior sessions?  I'm choosing the latter.

However, there are a couple of things I haven't been happy with in Skyrim, but these are issues you can address on the tabletop:

Suspended Quests
You can be engaging with an apparently time sensitive quest (example:  go ambush the evil guys when they cross the bridge near the town) but there's nothing stopping you from sleeping for the night, selling some gear, and heading out to the bridge a few days later.  Whenever you pick up the quest, now is the time the bad guys happen to be  crossing the bridge.  Ouch.

Consequences
The game is full of shrines to the gods (Divines) and the demons of Skyrim (Daedra).  There's nothing stopping you from swearing allegiance to a Divine for one quest, and then doing something terrible to win a Daedric artifact the next quest.  For that matter, NPCs and characters don't pay that much attention, either; you can swear yourself to Meridia, the goddess/daedra of Light, and wield her holy sword, Dawnbreaker, but a priest isn't likely to know the difference, and there's no problem joining a quest on behalf of Meridia's arch enemy next game session (thanks for the fact check on Mara vs Meridia, +Grey Knight).  Just about the only thing that gets you in any trouble is performing a public crime, especially with guards around.

I understand that in the video game context, all of these quest lines are just "content", and the designers want to maximize your ability to experience all of the content without having to create a new character.  It's a bad video game experience to make choices that completely close other quests. However, in the table top, we don't have the same considerations and can handle both suspended quests and natural consequences in a way that reinforces the setting.

Overall though, I've gotten a lot of good tabletop ideas by playing and observing Skyrim - even if it is 5-6 years later than the rest of you.  Adventurer Conqueror King would make a fine campaign system for a Skyrim style sandbox, since it envisions crafting, homesteading, economics, demographics, rulership and guild establishment - lots of world-building stuff that enhance the campaign side of play in addition to exploration and combat.

Thursday, December 18, 2014

Structure for a Colonial Horrors Games

The New World is a place of lurking horrors.  Ancient monsters crouch within the primeval forests of eastern America  The Native Americans avoid the swaths of land that are cursed or possessed by spirits that skulk and hunt humanity, but the European settlers of early New England hold no such knowledge and awaken slumbering evils.  And then there's the horrors they bring with them from Old Europe, riding like parasites across the seas, to infect a new land with their blights.

The New World needs monster hunters.

As I think through what a Colonial Horror sandbox could look like, there are some interesting challenges presented by a class and level game like LOTFP or D&D, and the sandbox model.  Why are heavily armed strangers allowed to roam around?  If experience points come from dungeon gold, how is that going to work in a Colonial setting?  What about game balance vs party levels?

I'd probably place such a game around 1650.  The Dutch still hold New York, English settlement is thriving in Massachusetts, and there's intense competition with French fur traders coming out of Quebec and Montreal.  I like the idea of an English authority figure - perhaps the aide of a governor - writing home to hire a band of Old World monster hunters to help bolster the colonies.  The campaign begins with the player's ship of passage pulling into Boston harbor or Plymouth.  The characters, at the start of the game, are just as "new" to the New World as the players themselves.  It seems to be a great way to avoid a pre-game info-dump and let the setting unfold naturally through play and exploration.

It also accounts for why a heavily armed band of miscreants is wandering from village to village, with papers from the governor, that let them seek out and prosecute creatures of evil and haunts of the night, Solomon Kane style.  Should they be called 'witch hunters'?  I'm not terribly interested in doing Salem the RPG, though I suppose some stance on historical witch craft is required by the setting.  It could go a lot of ways.

How about levels, experience, and danger?  I'm thinking of flattening the danger curve, so the sandbox is filled with a range of potential horror scenarios of similar (dangerous) levels - like all the adventures are suitable for character levels 1-5.  The horror referee should be indifferent to player survival, as long as the scenarios are developed such that players can succeed in resolving a situation with methods beyond straight combat.  Running and regrouping is often the best tactic in a horror game!  Because the danger level is high, the rewards would be equally large.  It'd feel a lot different than the typical fantasy game, where low level characters mug goblins for their copper pieces at sword point, and hold the kobolds upside down to shake coins out of their pouches.

One necessary addition might be something like a henchman or inheritance rule.  The lethality for beginning characters could be high.  The rewards would be good enough such that survivors will quickly level up in an old school system.   A mechanism for henchman or beneficiaries to step in for dead characters would get the job done.  Maybe I shouldn't worry about it.

There's a poll going on right now, regarding which setting sounds more interesting for horror - Gothic Yorkshire or early America.  England has ruined castles and monasteries, and mist shrouded creepy moors.  Now I've given myself an interesting direction regarding how a Colonial game could look - exorcists and monster hunters from the Old World, traveling to the colonies to stalk the horrors of the New.

Thursday, December 11, 2014

Alien Races for the Weird Horror Sandbox

Here's more work from my continuing exploration of Silent Legions - some sample alien races.  The book is targeted at helping the referee brainstorm, build, and run a modern-day Lovecraftian sandbox, but I'm going to use the material for something in the 17th century - either Colonial America or Gothic Yorkshire.  I went into the process knowing that I wanted to do something that reflected themes of folklore.  I'm calling the alien races "angels", "faeries", and "devils", although those tags were just to help guide some of the idea creation.  I'm pretty happy with how the book has been helping the development.

Race 1 - Angels

The "angels" are ethereal beings that have lingered on the earth since the prehuman past.  The earth-bound angels are exiles from their own species- perhaps from a crashed vessel from elsewhere in the galaxy.  They can possess humans as vessels and thus pass through human society perfectly disguised.  A handful of relics or artifacts from human lore and mythology are eldritch weapons from the time of the fall.  They've influenced human civilizations through the creation of organized religions, and they once controlled entire empires before they were actively hunted by the other alien races.  These days they focus on controlling small cabals and secret societies within human institutions, remaining aloof from the other alien races that hunt them.  They are Machiavellian in nature, admiring treachery in their human minions and controlling them through blackmail.

In their natural state, angels look like gaseous wisps of glowing white light, with many spider-like arms waving in the air (giving a vague appearance of wings).  Angel-possessed humans have great strength.  Open questions:  there is a terrestrial element that is quite deadly to them (what is it)?  And what are they doing here in the campaign area - perhaps a lone angel-possessed human (a captain of industry) is performing salvage operations to recover some vital mineral or ancient relic.

Race 2 - Faeries

The Fey are a gruesome, amphibian race that lives in caves and dwellings in fresh water.  In their natural form, they look like giant toads with a humanoid torso and head instead of a toad head.  Their skin is translucent and they have large over-sized heads.  If killed, their forms melt away, and their underwater structure dissolve away if left unattended, leaving little or no evidence.  The Fey have influenced human DNA and inadvertently activated psychic (or clerical) powers in humans through abductions and guided breeding.  They view humans like lab animals fit only for experimentation.

The Fey are divided into 'courts' and most of their energy is directed at avoiding treachery from within.  They use mind-control technologies to project glamours that hide their true forms from human sight, but folklore-myths like the nuckalevee, water horse, drowning fairy, or Rawhide Rex point to a deeper truth.  The Fey have accumulated vast mineral wealth in their underwater cities.  They still abduct humans and keep human slaves for debased entertainments.

Race 3 - Diaboli

The Diaboli are a cthonic race that escaped an alternate dimension - a place known to humans as Hell, Limbo, or Pandemonium.  Their activities are focused on cleaning up evidence of their presence on earth, and preventing incursions from their former masters (one or more of the elder gods in the pantheon).  Humans are disgusting and loathsome to them, but the Diaboli have taught sorcery to discrete individuals and train such humans to assist in keeping their presence on earth a secret.  Knowledge of the true nature of the universe is their greatest strength, and they wage a shadow war against the other aliens on earth (and the baleful influence of the elder gods).

The diaboli admire secrecy and deceit, striking at their enemies from the darkness.  Their gross appearance limits their influence over humanity, outside of the bizarre cultists and mad wizards who heed their fevered whispers or make 'deals' with them for knowledge and power.  Their physical form is that of a legless crawler with skeletal, telescoping arms and hands, and a circular mouth like a bladed maw.  They're able to burrow through the earth, and defend themselves with a poison stinger (in addition to their prodigious mastery of sorcery and magic).

Saturday, December 6, 2014

A Pantheon for a Weird Horror Campaign

I decided a cool project this winter would be to work on a weird-horror sandbox style campaign.  Some of the ideas in a recent kickstarter, Silent Legions, inspired me to pick up with blogging again.  Silent Legions is explicitly based in the modern day, but I'll be using the sandbox creation ideas for a historical game featuring the LOTFP rules.  I'm not 100% sure on the setting, but I'm leaning towards Colonial America (mid-17th century, maybe 1650?) or Gothic Yorkshire, an area to which I'm inexplicably drawn.  Looking below, I think I can make the pantheons work in either locale.

I thought it would be fun to give the mythos some overtones of European folklore and Judeo-Christian mythology - many of the eldritch beings and alien races have been confused with demons, angels, faeries, that kind of stuff.  I'm starting with the pantheon.  There are two groups of elder beings - a loosely associated collection of demons, and then a handful of independent gods.  For now I'm making four of each.  These are just the briefest of sketches - they'll get developed further as I add alien races, cults, artifacts associated with them, etc.  I'm going to elaborate the pantheon organically as other setting elements come together.

The Demon Pantheon
The traits of the demon pantheon are "maltheistic and relics".  They are carryovers from an earlier reality, and are completely malevolent towards humans.  I'm thinking the beings of the demon pantheon are outsiders, originating beyond the world in another dimension, which has been confused or conflated with Hell through the ages (I'm going call it Hell until I get around to creating the alternate dimensions).  They are creatures of spirit that can only manifest in the physical world through possession of a vessel.  Here are the first four of them:

Descriel, Purple Seer of the 9th Circle
This being sits immobile in the frozen center of Hell, contemplating the heat-death of the universe.  It's portfolio is thirst, cold, and deprivation.  I imagine that mad wizards and sorcerers have been found in their sanctums, frozen solid, after reaching out to Descriel and failing in their ability to handle the contact.

Naziel, Murderous Arm of Torment, Prince of Malady
Naziel is a brutish demon of destruction.  It reeks of steaming jungles and the stench of blood.  It commands an army of lesser beings, and is frequently represented in stone idols as a blend of humanoid and bestial features.

Ohaniel, the Voracious Autarch
Ohaniel manifests as a spirit that possesses its cultists, turning them ravenous and insatiable.  Maybe those touched and abandoned by Ohaniel continue on as cannibals, like the wendigo myth.  The entity is associated with rage, hunger, and death.

Osetsopez the First Serpent, Crimson Dragon of Ruin
All of the primordial myths have snakes, dragons, and serpentine beasts of chaos, echoes of the first serpent.  Osetsopez is an agent of ruin and corruption, stalking the cities of men in borrowed flesh to foment destruction through war and vice.

The Independent Gods
There are four independent beings, not associated with the infernal pantheon.  Gnot and Bondaena are physical beings in the world, while Kehotek is a spirit of the barren wastes, and Kentharlzola descends from the depths of space.

Gnot the Sublime, Many Faced Destroyer of Worlds
Gnot is an embryonic being from the depths of space, crashed on earth in Neolithic times and regaining its power slowly over geologic time.  Its egg sac appears like a black, leathery geode, and has been steadily growing through the millennia.  If I place the campaign in England, Gnot is the being within the Black Cyst that lies in the depths of Harrow Home Manor.

It's traits are "immanent and wounded", and its portfolio is silence and pain.  Things to think about!

Kehotek the Sevenfold Seer, Opener of the Blind Gate
Kehotek is "indifferent and dissociated" and associated with visions and parasites.  I'm going to attach various cults of transcendence to Kehotek.  Cultists of Kehotek seek to transcend reality through mysticism and visions.  They infect themselves with progressively more disgusting parasites to achieve gnosis with Kehotek.  It grosses me out just thinking about the 'divine' worm infestations carried around by the cultists.

Kentharlzola, Winged Speaker of Flames
Kantharlzola is a deity woven through Middle-Eastern myths and the folklore of the deserts.  It is the phoenix, the efreet, the winged salamander, the fiery Ahura.  Contact with Kentharlzola is capable of imparting wisdom and knowledge of magic at the cost of years of life; cultists of the phoenix are withered beyond their years.

Bondaena the Hollow Sea, Anvil of Life
Bondaena is a monstrous leviathan in the ocean depths.  It is a forerunner of the life still yet to come on earth, protean and changeable.  It is a harbinger of mutation and disease.

Like I said, I expect these to change as I add other pieces to the setting.  I'll come up with better names, and elaborate the beings as I create some of the alien races, cults, and artifacts.  The tables in Silent Legion were fairly helpful in directing my imagination and brainstorming.  We'll see how it goes next week when I start developing some alien races.

Note:  I'm going to add a quick poll around what sounds more interesting for a horror-themed sandbox - Colonial America or Gothic Yorkshire.

Monday, December 1, 2014

Summoned Back... by Silent Legions



RPG gaming has been on a hiatus for me this fall.  I have a family commitment most Sunday nights, Friday night is usually tied up playing Magic, and it's been hard to make Saturday's work.  Still, kid's soccer season is done, I'm wrapping up the summer home remodeling projects, and there's renewed hope we'll be able to reform the group as my weekends get clear.  Cold, wintry nights in the northern hemisphere are well spent around the gaming table.

And then the kickstarter for Silent Legions showed up in my inbox.

I'll reserve a complete rundown for an actual review, but Silent Legions is a blend of game rules and campaign creation to create your own sandbox horror setting.  It's ostensibly set in the modern day, but after a quick read, it seems like it could be easily adapted to an earlier period.  In fact, that's what I'll be trying to do here on the blog.  I like the blend of D&D and horror, and Silent Legions uses a class and level system with strong OSR roots.  Putting it in a setting with fighters, clerics, and magic users is easy.

The elevator pitch for the book is something like this - many horror writers have created their own settings and horror mythologies as a backdrop to their stories - HP Lovecraft's New England, Stephen King's Maine, or Ramsey Campbell's Severn Valley all spring to mind as authors I've enjoyed.  Silent Legions provides systems and tables to guide the referee through creation of their own unique pantheon of elder gods, alien races, cults, artifacts, and grimoires to populate their own weird horror setting.  It offers a framework for creating flexible investigative scenarios to funnel adventurers into the stories through creation of scenario templates.

Anyway, this book had me at 'horror sandbox'.  Working through the material should be a fun project, and I don't see why I can't post any creations to the blog as I make my way through the book.  Stay tuned, it starts this week.

Meanwhile, what's been going out on the OSR blogs that I've missed?  From a cursory scan, the honeymoon between OSR gamers and 5E appears to be going strong.  Do we like the system that much?  I've maintained some distance and skepticism from the WOTC RPG team, but with the holidays looming, this seems like a good time to put the books on some wish lists and jump in.  I'll be sure to check out any play test reports I come across - let me know if you have any over at your own blog or web space I should check out.

Friday, September 19, 2014

OSR Tools in the Super Hero Setting

I had some time this week to make progress on my super hero setting for Icons, a fantasy mash up I'm calling 'American Ninja Cowboys'. It draws inspiration from martial arts and super power themed anime like Naruto or The Last Airbender series, in a setting that's distinctly American and post-apocalyptic.

As a long time fan of OSR materials, I'm pleased and surprised by how much reuse I'm getting out of OSR publications and technology. Super hero plot hooks tend to be more mission oriented and reactive than what happens in a D&D sandbox - but that doesn't mean sandbox techniques don't have a place.  I'm structuring Future Fantasy America like a giant hex crawl with random encounters.

One of my go-to source books has been The Red Tide Campaign Setting.  Originally written for Labyrinth Lord, Red Tide has solid tools for creating interesting Border Sites, Cities, Courts, and Ruins.  It's vaguely post-apocalyptic as well.  The sandbox material is very strong, and the Red Tide specific material is superficial enough that it's easy to file off the serial numbers and use the sandbox techniques in any fantasy setting (even one with super heroes).  Pine City (the home base) and the environs in the Pacific Northwest are getting generated using Red Tide's sandbox systems.  There's a source book for running cities called Vornheim that I'm keeping on-hand as well to help with getting around, chases, that kind of stuff.

Icons has a handful of rules-light and old school attributes - foremost of which is random character generation tables!  With that in mind, I built an excel-based random character generator similar to what I'd do for a dungeon stocker in a D&D style game.  I've been able to generate NPC heroes and villains at a shocking pace.  Plus I lifted a lot of my NPC generators (traits and personalities) from other settings.

Ideally, I'd like to get some kind of random mission or plot hook generator put together, along with a relationship generator.  Characters in anime (and even comics, to a lesser extent) are always remembering pre-existing relationships with the villain they just encountered.

However, I'd like to have either a light touch or non-existent hand at pushing plots on the players - years of running plotless dungeons have conditioned me against scripting too much.  Hopefully the players develop some goals or ambitions that provide player-centric direction.  In the meantime, I'm considering how something like the 5-Room Dungeon can be adapted to super hero situations to help me structure scenarios.  Here it is again:

Room 1: Entrance And Guardian
Room 2: Puzzle Or Roleplaying Challenge
Room 3: Red Herring
Room 4: Climax, Big Battle Or Conflict
Room 5: Plot Twist

You can replace the concept of room with the phrase "encounter"; Entrance and Guardian becomes the initial problem, conflict, or crisis that manifests - ex: a murder in the city, or a rampaging monster from the spirit world.  Encounter 2 implies puzzle solving or investigation, Encounter 3 is a potential false lead or dead end, Encounter 4 is the confrontation with a main challenge, and 5 is the plot twist or lead into a future session.  The 5 potential encounters aren't linear, either - the 5-Room structure has been depicted lots of ways (here are some examples:  Gnome Stew's 5-Room Dungeons).

With any luck, I'll be able to get the players together this weekend to (randomly generate) some characters and be in position to try out the setting and system. I don't want to overdevelop it in case the idea bombs, either.  Of course, this is pre-release weekend for Khans of Tarkir (Magic the Gathering) so I should be off playing some Magic at least one of the weekend days.  The supers may need to wait a week.

Any other tools I should consider for generating content that would work well in Future Fantasy America?

To recap - work on the project so far has included snagging a few maps of America, replacing city names with generic FFA names like Pine City or Star City; I've used Red Tide's tagging and sandbox generation to make a handful of places (and scenario ideas emerged fairly spontaneously from there); I've used Excel to build some random generators.  It's been easy so far!

Friday, June 6, 2014

The Sandbox Buddha


It's been a busy week by me - I've been putting up crown molding at the house, taping, repainting, all sorts of home remodeling stuff.  I've learned the ins and outs of the "compound miter saw".  But the project is wrapping up - at least until I start tearing up the old flooring - so I can get back to some writing.

I enjoy bloggers and the folks that visit us out here on the blogs.  It's a chance to learn new techniques, see how other people run their games, and take in some contrary viewpoints.  My recent post here on my megadungeon practices linked to older posts here on the Lich House, and after seeing some of the questions dropped on them, I recognize that clarity and communication are skills I don't always demonstrate.  Let's see if I can improve!

The ambiguity in question is around my sandbox mantra, X is for Killing.  While my joy and excitement in the post is palpable, the actual underlying message was oblique.  The phrase came from Il Male, an Italian blogger (English as a second language), who populated his sandbox with all sorts of things for the players to target:  "Gods are for killing;  clerics worship gods, therefore, are for killing;  if it's not human, is for killing." (sic)  Il Male, what happened to you, buddy?  Someone should compile a list of all the old school type blogs that have flamed out - like a diff between one of Cyclopeatron's old lists and Dyvers mega blog roll.  Anyway, the mantra isn't that all the campaign elements are there to kill the players; rather, it means that it's perfectly fine if the game elements get destroyed or killed by the players.  Nothing in the referee's world has plot immunity.  Nothing is predetermined, and the game can go in any direction.

This philosophy is extremely liberating to me.  It's like a  gamer adaption of Buddhist thought.  Let go of your material possessions and your expectations, referee.  Expectations are the root of suffering.  Allow the experience of your game setting to happen without premeditation.  This sense of detachment from your creations is what allows your game to be open to any possibility.  It allows you to truly be an impartial referee.

Other virtues that are evangelized on the old school blogs such as letting the dice fall and honoring random results, these all flow naturally when you distance yourself from the results and leave behind any expectations that a game session or a combat needs to go a certain way.

Sandbox Buddhism is not the opposite of story.  Your game setting should be loaded with game elements that are rife with goals and motivations and potential actions - the building blocks of story.  Your NPCs must have their own agendas, along with the rulers, the organizations, the conspiracies.  Events are happening all the time in the game setting, regardless of what the players are or aren't doing.  Just don't get attached to any of them.

This game approach is the opposite of the Adventure Path.  Adventure Paths require following a predefined story from scene to scene.  The Adventure Path style seems immensely popular with the 3.x player base.  It's a fantastic vehicle to allow the players to take on a specific role (heroes, marauders) and follow a strongly outlined narrative to an epic conclusion.  However, where I'm at with my gaming hobby, I prefer running games where I have very little idea how things are going to go from game session to game session or how the campaign is going to develop.  I don't know how it's going to end, and it's that detachment from the results that allows me take such a neutral stance.  The players are the drivers that determine the path of the game, not me, and certainly not an author.  The games are significantly more interesting and enjoyable for me by allowing the players to drive the direction.  I'm as surprised as anybody at the end of a game night - and that's worth everything.

I do realize I've developed a great reliance on the megadungeon structure.  For all of its flaws around fantasy realism, it is the simplest campaign structure to put sandbox theories to the test and hone the craft.  As I continue to grow as a hobbyist, I'm sure I'll branch out into the other sandbox forms.  Eventually.

Tuesday, February 26, 2013

Managing Sandbox Scope


The ongoing campaign is a product, governed by the same rules that constrain any kind of product development - time, scope, and resources.  And these constraints translate into sandbox terms through the freedom, size, and level of detail you're putting into the sandbox.  We know this subconsciously; the dungeon is a popular adventure locale precisely because it constrains freedom and size, making it easy to develop.

My wife and kids are even familiar with the term sandbox; they both have characters in the Skyrim game, which they tell me is an "epic sized sandbox", and are frequently encouraging me to give it a try and pick up some ideas from it.  (I'm usually too busy for video games, but it sure looks impressive).  The wise Google tells me that Skyrim was developed by a team of 100 developers over a couple of years of development.  How does a home DM compete with a project with those kinds of resources behind it?

You can't break the law of physics.  If it takes 10 minutes for you to write an encounter, and you want to make 6 of them, it's going to take an hour of game prep.  But there are some simple techniques we can use to make sure you're focusing your energy on the right 6 encounters for the next game session.  Sandbox gaming doesn't have to overwhelm the DM; here are three simple techniques to get the game started right and keep it going once launched.

Kick it Off with an Adventure
Choice requires options, which in return requires information.  Nothing drags on a game session like a gigantic information dump, and you don't want to start your new campaign putting the players to sleep.  Introduce the campaign with a simple adventure and let them learn about the larger campaign world later, through play.  They'll thank you later.

I have no problem starting off a new campaign with the player characters outside the gates of the ruined manor outside of town, possessing their starting gear and some rumors about a lost treasure.  There will be plenty of time for them to learn about all the other places and things to do later on.

Why it works:  "Show don't tell" and starting with some early action are tried and true narrative techniques from other media that work fine in the RPG context, too.  Restricting the first game to a single plot hook or adventure site puts a cap on how much prep you need to do up front and launches the game right into an adventure.

What's Next Week
A good sandbox practice is to reserve time at the end of each game session to ask the players what they'll do next week.  Based on the current night's activities, the players already have an idea what they want to do next… continue exploring the dungeon, go to the city and find a Remove Curse, follow the treasure map into the mountains.

Why it works:  The sandbox structure gives the players a ton of freedom to make their own plans; this can be daunting to prepare in a vacuum.  By giving you some advance notice on next week's plans, you can focus your weekly efforts, and keep preparation to a reasonable window.  (IT geek side note:  For all you project managers and Scrum folks out there - this is basically weekly sprint planning for your campaign.  Your players are the product owners reprioritizing the backlog as input to your sprint.)

Leverage the Tools
Plans change, and while the players indicated last week they were going to explore the dungeon, running into that petrification monster early on in tonight's session changed their priorities; now they're off to the city, mid-session, to seek a cure.  EEK!

Smarter folks than me have written primers on building fantasy sandboxes with just enough of a skeleton structure to support improvisation if things go in an unexpected direction.  I like the simple "tagging" approach used in the Sine Nomine books, Red Tide or Stars Without Number, coupled with a hex map and lay of the land.  ACKS has a whole chapter on campaign creation as well.  The approaches are not mutually exclusive.

However, that sandbox skeleton needs to be supplemented with some tables - wandering encounters, for instance, to help create game content on the fly.

Why it works:  Tables are a direct, experiential way to define your setting - you're building the details of your setting while creating your own tools at the same time.  Tables can cover wide geographic areas and maximize setting scope with the least effort.  They're the ultimate tool.