Yesterday I got to open a package I have been waiting for. Once again there's a Tekumel game in print! Jeff Dee's Bethorm has arrived at my door.
Tekumel is one of those games everyone knows about as "that weird game you need a degree in tekumelian studies to run". It's often that way with the games that step outside the box. There's nothing so simple as a horse, everything has multiple limbs and are named weirdly. For some of us, that's a siren call of the Strange and the Fantastic not always found the realms of fantasy and science fiction, strangely enough.
So how is the game? Well, I just got it and I almost never read a game from cover to cover, and when I do it takes me multiple weeks. But, I can give some initial impressions.
One of the things that always throws me into a sense of dislocation when I read about Tekumel is the weird creatures. I have found multiple hacks online adapting this or that game system to model Tekumel. Sadly, most of them lack one thing really vital to "get" a strange setting and that is illustrations. How convenient Jeff is a visual artist! Guess what? Bethorm contains illustrations of all those weird creatures. This alone is worth a lot to make this game one you'll want to get if you're curious about Tekumel. Finally you can put your copy of Man of Gold aside when a creature is mentioned, look it up in Bethorm and then go back to the novel with a picture in your mind of what's in the story. Really useful.
Something else useful is that before getting into details like how you make a character or how the game system works, you get a section on how to GM a game in Tekumel. It makes me wonder why not more games start with a section on the "core activities" and a few campaign frames.
All in all this looks, from a very cursory inspection, to be an interesting addition to the different rules sets that have been available for Tekumel. My only puzzlement from a visual standpoint is why on earth the text is set in a non serif type?
More impressions will follow as I read on.
Showing posts with label Campaign Design. Show all posts
Showing posts with label Campaign Design. Show all posts
Sunday, November 30, 2014
Monday, November 3, 2014
Some impressions of Mutant: Year Zero
I guess you have heard that Modiphius is going to publish the Swedish post-apocalyptic game Mutant? If you have not, go forth and click that link and read some about it. I'll stay here until you get back?
You're back? Good. Let's move on. I have read the Swedish edition of the game and I'm going to talk a bit about my impressions. It is a game with some peculiarities and own takes on things. Please note that as far as I know, the edition Modiphius is publishing is just like it. But, I have no inside information.
First off let me say this is an interesting game. I have yet to try it, but reading it makes me really pumped up about the idea of running and playing it. There are some things that stand out.
The first thing is how the game have a communal part, and an individual part. You all belong to a community of mutants, an Ark. This Ark you all develop together, deciding how it's supposed to be developing, putting efforts into defenses or developing culture. This works as a framing device for your individual goals and also drives you into the Zone, to gather resources. I really like how this gives you all a reason to band together, and something to do.
Then there's the characters. All characters have one NPC they hate, one they want to protect and then they have their one big dream. It's the classic stick and carrot. While this is neat, I think where the system has the potential to really shine is in the mixing. You have a "council session" first at every game session where you plan the strategic game, then you get to play your characters and their hates and cares pull them in different directions.
Now, this is when I find it all becomes quite interesting. You have 10 Type Events for the Ark and 10 Events for the Zone. Roll the dice or pick one of those events, like One NPC Is In Trouble or Fight About An Item and combine that with the strategic goal for the Ark and the different characters the PCs care or hate and you will have something happening. I think this has potential! When things have really gelled in my Tianxia game is when I have managed to match a place with characters in conflict. This feels like it could work like that.
Actually, this makes me think of how I used to read Ars Magica and feel that game sounded great, and then really fall flat in play. This promises some of the same things. Maybe it will all come together better this time. I feel this way the characters are beings hooked into the Ark more than the Ars Magica characters ever where. In the Ark there's a desperate need for food and clean water, and necessity will drive the PCs and NPCs into conflict, and into the Zone. With the Type Events, you are sure to have something happen that will topple any kind of balance achieved.
This all comes together to drive story. Note to my old school friends, this is not Story Before! This is very much a story that develop out of play. This naturally relates a lot to my previous Fate experience. There are still lessons to be learned from that. I will re-read chapter 9 of my Fate Core rule book and think upon the Mutant way a bit more, and I expect the fallout to at least be interesting. Yeah, fallout. The future is post-apocalyptic and brutal.
You're back? Good. Let's move on. I have read the Swedish edition of the game and I'm going to talk a bit about my impressions. It is a game with some peculiarities and own takes on things. Please note that as far as I know, the edition Modiphius is publishing is just like it. But, I have no inside information.
First off let me say this is an interesting game. I have yet to try it, but reading it makes me really pumped up about the idea of running and playing it. There are some things that stand out.
The first thing is how the game have a communal part, and an individual part. You all belong to a community of mutants, an Ark. This Ark you all develop together, deciding how it's supposed to be developing, putting efforts into defenses or developing culture. This works as a framing device for your individual goals and also drives you into the Zone, to gather resources. I really like how this gives you all a reason to band together, and something to do.
Then there's the characters. All characters have one NPC they hate, one they want to protect and then they have their one big dream. It's the classic stick and carrot. While this is neat, I think where the system has the potential to really shine is in the mixing. You have a "council session" first at every game session where you plan the strategic game, then you get to play your characters and their hates and cares pull them in different directions.
Now, this is when I find it all becomes quite interesting. You have 10 Type Events for the Ark and 10 Events for the Zone. Roll the dice or pick one of those events, like One NPC Is In Trouble or Fight About An Item and combine that with the strategic goal for the Ark and the different characters the PCs care or hate and you will have something happening. I think this has potential! When things have really gelled in my Tianxia game is when I have managed to match a place with characters in conflict. This feels like it could work like that.
Actually, this makes me think of how I used to read Ars Magica and feel that game sounded great, and then really fall flat in play. This promises some of the same things. Maybe it will all come together better this time. I feel this way the characters are beings hooked into the Ark more than the Ars Magica characters ever where. In the Ark there's a desperate need for food and clean water, and necessity will drive the PCs and NPCs into conflict, and into the Zone. With the Type Events, you are sure to have something happen that will topple any kind of balance achieved.
This all comes together to drive story. Note to my old school friends, this is not Story Before! This is very much a story that develop out of play. This naturally relates a lot to my previous Fate experience. There are still lessons to be learned from that. I will re-read chapter 9 of my Fate Core rule book and think upon the Mutant way a bit more, and I expect the fallout to at least be interesting. Yeah, fallout. The future is post-apocalyptic and brutal.
Wednesday, September 17, 2014
Campaign design in Tianxia
By now you have probably picked up on what's my favourite Fate setting, the wuxia game Tianxia from Vigilance Press. I have ran a few sessions, and decided to wrote some words on how setting development and campaign design have worked for me.
First off I might say I consider a campaign to be a GM and his or her ongoing game, not a storyline. That being said, I have not really thought much about where this game will be heading. My main focus was to have a set up that would enable people to come and go, and always have a reason so slot in the game for a night.
The gathering point, I decided, would be one of the security and escort companies that litter the setting of Jiangzhou. Having a central repository of "missions" and clients would help tie the characters to existing conflicts and also to powerful individuals that could make life interesting for them.
If you have ever played Call of Cthulhu, you are probably well familiar with the question of not only "why are we doing this again?", but also "why am I hanging out with these nut cases again?". For me that is a very relevant question, not only in CoC. By having the escort company, I get to offer some kind of fall back to those questions for the PCs. For those tired nights when everyone feel less than inspired, that can be a great help. This is what I wrote for the central organization for my campaign.
For me it has often been a source of problem to tie the PCs to the actions in the setting. I've been a CoC fan for ages, and the idea of Delta Green as a solution to that age old problem for CoC is not exactly new to me. Maybe I had to read it in a book to feel I got the blessing of the game designer to use it somewhere else, I don't know.
I decided the company is run by "Old Monkey Li" one of the disciples of The Flashing Sword Song. Another of Song's disciples, Madame Wu, is running The Golden Flower Company which will be a possible source of conflicts.
I think the next time I start up a "D&D game", broadly interpreted, I will also start with an centring organization like this. It strikes me as I write this that The Harpers in the Realms probably started out with a similar function. Well, it would not be the first time I was a late guest to the party...
This is what I had when I started the first session. Every night would be another mission, or some intermezzo created by the last one. Regardless who showed up, the company would have representatives present as everyone was a brother or sister in the company. I decided to start the off on their way home from a mission, and naturally there was an ambush in the woods. Original, yeah right. But, it has worked before, have it not? At least it were no kobolds involved. Let's just say it's a classic.
From this start we put things in motion, and I'll write more about the highs and lows of what happened later.
First off I might say I consider a campaign to be a GM and his or her ongoing game, not a storyline. That being said, I have not really thought much about where this game will be heading. My main focus was to have a set up that would enable people to come and go, and always have a reason so slot in the game for a night.
The gathering point, I decided, would be one of the security and escort companies that litter the setting of Jiangzhou. Having a central repository of "missions" and clients would help tie the characters to existing conflicts and also to powerful individuals that could make life interesting for them.
If you have ever played Call of Cthulhu, you are probably well familiar with the question of not only "why are we doing this again?", but also "why am I hanging out with these nut cases again?". For me that is a very relevant question, not only in CoC. By having the escort company, I get to offer some kind of fall back to those questions for the PCs. For those tired nights when everyone feel less than inspired, that can be a great help. This is what I wrote for the central organization for my campaign.
The Iron Monkey Security Company
It Will Be Delivered On Time
Discretion Above All
It's like a family
Great Contacts +4I really like the way you stat things up like this. I gives you some game mechanics to hang on to. If I'm out of ideas I can always use those traits as a problem and off we go.
Good Resources +3
Fair Lore +3
For me it has often been a source of problem to tie the PCs to the actions in the setting. I've been a CoC fan for ages, and the idea of Delta Green as a solution to that age old problem for CoC is not exactly new to me. Maybe I had to read it in a book to feel I got the blessing of the game designer to use it somewhere else, I don't know.
I decided the company is run by "Old Monkey Li" one of the disciples of The Flashing Sword Song. Another of Song's disciples, Madame Wu, is running The Golden Flower Company which will be a possible source of conflicts.
I think the next time I start up a "D&D game", broadly interpreted, I will also start with an centring organization like this. It strikes me as I write this that The Harpers in the Realms probably started out with a similar function. Well, it would not be the first time I was a late guest to the party...
This is what I had when I started the first session. Every night would be another mission, or some intermezzo created by the last one. Regardless who showed up, the company would have representatives present as everyone was a brother or sister in the company. I decided to start the off on their way home from a mission, and naturally there was an ambush in the woods. Original, yeah right. But, it has worked before, have it not? At least it were no kobolds involved. Let's just say it's a classic.
From this start we put things in motion, and I'll write more about the highs and lows of what happened later.
Tuesday, March 4, 2014
The Vampire sandbox
I listened to a podcast that discussed the first scenario for Vampire, in the back of the 2nd ed rulebook. I remember when Vampire was the hottest thing, and how I bought that book and pored over it. I tried to figure out how to make a "personal horror" game out of it, and even though we played it a bit it never really fulfilled its potential. Looking at that example scenario do provide some fairly good hints on how the creator, Mark Rein Hagen, really envisioned his game.
The scenario is very limited in its geographical location. There are no extensive secondary world to explore, there are no obvious fights and no obvious treasure. But, there are a crowd of NPCs.
While I never really came to appreciate the "super heroes with fangs" aspects of Vampire, I did find the idea of a NPC based scenario to be intriguing. I've found that it is a challenge to make them flow well, though. If the NPCs one after one come up to the PCs and talk, then walk away to make way to the next in line, it will feel like the players really are standing there with a line of people. To make it still feel like a place, like something is happening, was always a challenge to me.
If we take a look at some scenarios that look like that, which I've had more success with, I at once think of Call of Cthulhu. Many CoC scenarios have many people to talk to, but they also almost always have a strong plot element. Sometimes even so strong it can be considered railroaded. But, I've found that is one of the best ways to make the "crowd of people" scenario work. If you have some plot going on, with things happening no matter what, all that talk doesn't feel as much like it's happening in a vacuum.
Now, you know what I first thought when I listened to how the podcasters (I wish I remembered which podcast it was, but my mp3 player have crashed and I have no copy of the file anywhere and no recollection of how I found it) described the scenario? I thought, "this sounds like a sandbox"! But, often sandboxes are described as a setting, a place, where the players are free to create their own plot and explore freely. This is another kind of sandbox, that is almost not a place and not about exploration. It's a sandbox of people.
I've never thought about that before, and naturally it makes me wonder if anyone have thought of doing a sandbox like that for their game, their old school game of D&D and similar games? Has it been done, or have we not yet left the dungeon?
The scenario is very limited in its geographical location. There are no extensive secondary world to explore, there are no obvious fights and no obvious treasure. But, there are a crowd of NPCs.
While I never really came to appreciate the "super heroes with fangs" aspects of Vampire, I did find the idea of a NPC based scenario to be intriguing. I've found that it is a challenge to make them flow well, though. If the NPCs one after one come up to the PCs and talk, then walk away to make way to the next in line, it will feel like the players really are standing there with a line of people. To make it still feel like a place, like something is happening, was always a challenge to me.
If we take a look at some scenarios that look like that, which I've had more success with, I at once think of Call of Cthulhu. Many CoC scenarios have many people to talk to, but they also almost always have a strong plot element. Sometimes even so strong it can be considered railroaded. But, I've found that is one of the best ways to make the "crowd of people" scenario work. If you have some plot going on, with things happening no matter what, all that talk doesn't feel as much like it's happening in a vacuum.
Now, you know what I first thought when I listened to how the podcasters (I wish I remembered which podcast it was, but my mp3 player have crashed and I have no copy of the file anywhere and no recollection of how I found it) described the scenario? I thought, "this sounds like a sandbox"! But, often sandboxes are described as a setting, a place, where the players are free to create their own plot and explore freely. This is another kind of sandbox, that is almost not a place and not about exploration. It's a sandbox of people.
I've never thought about that before, and naturally it makes me wonder if anyone have thought of doing a sandbox like that for their game, their old school game of D&D and similar games? Has it been done, or have we not yet left the dungeon?
Wednesday, December 11, 2013
Gamer ADD strikes again
I had just decided that I needed to capitalize on the enthusiasm I had left from JackerCon and run an online Hangout game of my own. I found an old favourite on my shelves, Tomb of Abysthor, and decided it would be suitable for a Delving Deeper game. After browsing the module a bit I found that maybe I should have a lead in adventure to bump up the participants to level two. Once again I went to the shelves and found DCC #31. All set. Except that I felt I needed to have a settlement next to the dungeon for refreshing hitpoints, buy potions and suchlike. Guess what? I grabbed my copy of the Kingdoms of Kalamar campaign setting and now I feel I have to read that 300 page book to find a good place to set the dungeon. Argh!
I wonder if I'm making this too hard?
I wonder if I'm making this too hard?
Wednesday, July 10, 2013
My problem with Fiasco
I have read so many times, and heard on so many podcasts, that Fiasco is a great game. Having listened to some actual play, and detailed rules explanations, I find that this really isn't a game for me. I kind of wish it was, though.
Not every game is for everyone, and you don't have to love every game. Just move on, right? Kind of true. The thing is, the kind of play that Fiasco supposedly is all about is one I think sounds interesting. I also think the multitude of play sets are really cool, and some are kernels to really cool games. Maybe there's something to learn from Fiasco, or maybe there's something that can be found to make it work for me? I'll start to nail down what I don't like.
Playing the game is, unless I have misunderstood something completely, basically done in four phases. First you roll the dice and distribute them using the play set, then you make shit up until you run out of dice, them you roll them again and you make more shit up until the end.
What I don't like about that is the "making shit up" part. In that part, you for each scene get to decide how it ends or how it's set up. That's what's rubs me the wrong way. If someone else is deciding what happens, why should I sit and waffle about what happens? This, I feel, robs me of "player agency" or if you like, the point where I think rpgs really shine. That thing, I think, is going into a game ready to gamble some resources not knowing the outcome, exploring a secondary world. If someone sits there and just makes shit up, why should I then play out that scene? I'd like to turn that on it's head.
When I listens to people playing Fiasco I don't hear people play. I hear people just talk. Making shit up without any relation to effort involved, traits involved or chance just don't a game make.
This makes me think of another game I have read but know played, and listened to and becoming confused. That game is Burning Empires. In that game you do one thing differently, though. In BE you have one trait that is the one that determines success in that scene, and after the talky part you actually do the game bits. You roll dice and "make your bets". I'm wondering if that retrofitted to Fiasco would suit me better?
So, what do I like about all this?
I really like the idea of the setup for the game in Fiasco. Coincidentally, in Burning Empires you also start the game by generating the setting and framework for play. That part I think could be really cool to explore in a game of a more traditional bent. Maybe that part is why I come back to Fiasco again and again, and even bother to talk at length about a game which looks like it will bore me to tears. But, the system for building a city in Dresden Files looks interesting! There is a system based on that in the new shine FATE Core book I own. Maybe there is a way...
Not every game is for everyone, and you don't have to love every game. Just move on, right? Kind of true. The thing is, the kind of play that Fiasco supposedly is all about is one I think sounds interesting. I also think the multitude of play sets are really cool, and some are kernels to really cool games. Maybe there's something to learn from Fiasco, or maybe there's something that can be found to make it work for me? I'll start to nail down what I don't like.
Playing the game is, unless I have misunderstood something completely, basically done in four phases. First you roll the dice and distribute them using the play set, then you make shit up until you run out of dice, them you roll them again and you make more shit up until the end.
What I don't like about that is the "making shit up" part. In that part, you for each scene get to decide how it ends or how it's set up. That's what's rubs me the wrong way. If someone else is deciding what happens, why should I sit and waffle about what happens? This, I feel, robs me of "player agency" or if you like, the point where I think rpgs really shine. That thing, I think, is going into a game ready to gamble some resources not knowing the outcome, exploring a secondary world. If someone sits there and just makes shit up, why should I then play out that scene? I'd like to turn that on it's head.
When I listens to people playing Fiasco I don't hear people play. I hear people just talk. Making shit up without any relation to effort involved, traits involved or chance just don't a game make.
This makes me think of another game I have read but know played, and listened to and becoming confused. That game is Burning Empires. In that game you do one thing differently, though. In BE you have one trait that is the one that determines success in that scene, and after the talky part you actually do the game bits. You roll dice and "make your bets". I'm wondering if that retrofitted to Fiasco would suit me better?
So, what do I like about all this?
I really like the idea of the setup for the game in Fiasco. Coincidentally, in Burning Empires you also start the game by generating the setting and framework for play. That part I think could be really cool to explore in a game of a more traditional bent. Maybe that part is why I come back to Fiasco again and again, and even bother to talk at length about a game which looks like it will bore me to tears. But, the system for building a city in Dresden Files looks interesting! There is a system based on that in the new shine FATE Core book I own. Maybe there is a way...
Sunday, January 20, 2013
Looking for inspirations? Look no further
This morning I read the post about the Banner of the Seas on the Ancient Vaults & Eldritch Secrets blog. I just needed to share my enthusiasm.
That blog is so full with wonderful inventions and funny glimpses into the world of adventure where the items, gods and monsters of the blog live and appear. If you read no other blog than that, you will have fodder for games from now until the end of time. Damn is it good, or what? Thanks for sharing!
That blog is so full with wonderful inventions and funny glimpses into the world of adventure where the items, gods and monsters of the blog live and appear. If you read no other blog than that, you will have fodder for games from now until the end of time. Damn is it good, or what? Thanks for sharing!
Thursday, December 27, 2012
How to make time mean something in your campaign
What does it mean you have to hole up for two weeks to wait for natural healing, or wait two weeks for that magic item you ordered to be made? Some games actually make time mean something, and not something to be glossed over. Recently I listened to an episode of Ken and Robin talks about stuff where they talked about time in games. It made me think of my old 3rd ed campaign. In that campaign I had the opportunity to see time as an obstacle being circumvented in a not so cool way.
The deal was that with the Craft skill, you can produce items. In this case it was items which should be enchanted, and thus they had to be of Masterwork quality. Unless I remember totally wrong, it wasn't that much harder to do them, or even something you needed a certain level of skill for, but you paid in time. Now, if you delve in the dungeon and the time in between is just that, time in between, then it means nothing. It doesn't matter if it takes one hour or two week if you let it go with "and when it's done you get back to the dungeon". It reminds me of how some spells in older editions of D&D used to age the caster. As far as I remember, that didn't make it into 3rd ed. but item creation rules still had a "time cost".
Can we say something about how time was used to be handled in the olden days, and how time is handled in newer games? I think it's pretty clear that all the talk of the 15 minute game game day, and then back to town for healing and re-memorization of spells signifies something.
Let's think back to the Blackmoor campaign. We know that the players there were in command of armies, and that Arneson in the FFC mention things like yearly events. Clearly time were advancing at a decent pace if it made sense to have random annual events for the kingdom.
But, I am also pretty sure I have read enough of old school campaigns where the only time that mattered was in the dungeon, and I find it significant that in the Mentzer edition of D&D there are no healing rules. You go back to town and when you start the next adventure you are healed. Some time have passed, I guess.
Clearly there are different ways of handling time at work here. There are more examples, and they are not all clearly and easily align chronologically. Maybe someone have done some research in this area. There are some excellent scholars of old school gaming styles, so it would not surprise me. For me it's a stepping stone for ideas on how to play.
Let's say you would like to have time matter. Without keeping those famous records of time, you probably can make the "time tax" useful. Let's take a look at two games where time matters. In Ars Magica and Pendragon time is of importance. Maybe they can teach us something?
In the latter game, you often only play one of two adventures each year, and then it's the "winter phase" where you do macro management of your character, talking care of manor economics, childbirth and marriage. Step by step your character age, and later on you probably get to retire your character and play with his heir.
In Ars Magica, you play multiple characters and the mage will probably do research that take years to finalize. Since you will be able to play another character while that happens, it's no impediment to being engaged in the game, but it will still matter that your mage is doing research and not out on adventure.
How can we use this?
Would it be useful to have a limit year year on how many adventures you can participate in? One way would be to have three delves a year, and if you are injured you have to make a save or loose one of those three opportunities being holed up for healing. I think that would be a cool mechanic.
Let's then take a gander at long term projects, like crafting items and researching magic. If magic of any complexity takes time, then it makes sense to combine that with the idea of a set amount of adventures per year. If a project takes more than a month, one of the yearly adventures is forfeit.
If we in addition to this takes a a cue from Ars Magica and let all players have a "stable" or adventurers we can have our cookie, and eat it too. A stable of characters is a phenomenon I first heard of in 5th edition of T&T. So even if it's a way to hand a player a cookie when her other character is busy doing magic research or crafting, it actually is as old school as it gets. :)
Saturday, December 1, 2012
Upper Echelon gaming - Rebellion Era Traveller & Endgame D&D
Thinking back a bit upon my notes and impressions of Out of the Darkness, I realize that the issue I have with time lines for game settings might be one of perspective. Who are those written for? Who could make us of them, and how?
So, for me as a GM, when I start a game I do it in a local, clearly delineated, area according to the principle of starting small. But, that usually means the player characters are going to be local and small. Nothing wrong with that, especially if it's a rich world with a lot of detail. But, If you do that, those earth shattering events in the time line will go unnoticed, and more importantly, the players wont ever get involved.
Apparently, in order to make those events useful for your game, you need to get the players involved in those earth shattering events that shape your campaign. If we take the example of the Rebellion in the Traveller universe, most of the details we get in the official source books talk about the figure heads of the factions, and things like strategic evens like which worlds to defend when that other throne pretender comes knocking on the door.
How often do your players get to take those kinds of decisions?
As often as that, eh?
It seems like what you need to do is not to start small, as in that small farming community in the wilderlands, but big. Since it still makes sense not to overwhelm your players with information, I gather we here have a potential for trouble. How to do big in a small way?
The thing here, I think, is to thrust the players into the upper echelons of society. They need to be where it happens. If they are not the ones with a hand on the wheel when the flagship engages the enemy they at least needs to be able to look over the shoulder of the guy who has. Naturally, it could mean NPC doing cool stuff while the players look on, so care needs to be taken. Also, I'm not sure how to combine this with the free wheeling sandbox play held so high in some circles. Actually, I'd love to hear how people running those kinds of games handle these kind of problems.
What's my suggestion then?
For a campaign like the Rebellion in Traveller this is what I'd do.
If you start it like that, then you have the pieces put in place to have the actions of the characters matter on a grand scale, and also social entanglement are bound to happen.
Next time I'll try to do it like that. Maybe it even works...
So, for me as a GM, when I start a game I do it in a local, clearly delineated, area according to the principle of starting small. But, that usually means the player characters are going to be local and small. Nothing wrong with that, especially if it's a rich world with a lot of detail. But, If you do that, those earth shattering events in the time line will go unnoticed, and more importantly, the players wont ever get involved.
Apparently, in order to make those events useful for your game, you need to get the players involved in those earth shattering events that shape your campaign. If we take the example of the Rebellion in the Traveller universe, most of the details we get in the official source books talk about the figure heads of the factions, and things like strategic evens like which worlds to defend when that other throne pretender comes knocking on the door.
How often do your players get to take those kinds of decisions?
As often as that, eh?
It seems like what you need to do is not to start small, as in that small farming community in the wilderlands, but big. Since it still makes sense not to overwhelm your players with information, I gather we here have a potential for trouble. How to do big in a small way?
The thing here, I think, is to thrust the players into the upper echelons of society. They need to be where it happens. If they are not the ones with a hand on the wheel when the flagship engages the enemy they at least needs to be able to look over the shoulder of the guy who has. Naturally, it could mean NPC doing cool stuff while the players look on, so care needs to be taken. Also, I'm not sure how to combine this with the free wheeling sandbox play held so high in some circles. Actually, I'd love to hear how people running those kinds of games handle these kind of problems.
What's my suggestion then?
For a campaign like the Rebellion in Traveller this is what I'd do.
- Make all characters nobles. Set SOC at 10+1d4
- Have a family and sibling generation system, to make sure inheritance and dynastic issues will crop up
- Everyone should have a personal patron, so there are multiple and conflicting loyalties
- Generate contacts during character generation. This I actually did when I last tried running Traveller
- Don't mess around with starship economics, just give the characters a starship, ok?
If you start it like that, then you have the pieces put in place to have the actions of the characters matter on a grand scale, and also social entanglement are bound to happen.
Next time I'll try to do it like that. Maybe it even works...
Monday, June 18, 2012
Where to start a campaign in the Forgotten Realms?
It has been fairly quiet around here a while now. I have been playing some D&D 3rd ed. but it is summertime and the regular slow down when everyone is on vacation this or that week until September.
Like I wrote before, I have been reading DragonQuest and different Forgotten Realms source books, and nurturing some hope of combining the two. Today's question is where to place the "home base" and centre of adventures? I'm going to think out loud somewhat.
Ed Greenwood detail the Dalelands in the grey boxed set, and it's clear that that area and the kingdom of Cormyr is where his players spent a lot of the early years. I have the module FRQ1 Haunted Halls of Eveningstar, which is situated in Cormyr, but suitably close to the "wilderlands" and the "borderlands" or high adventure. Sure sounds like a nice place to start off, eh?
One good thing with Eveningstar is that there are enough NPC detailed for them to be fun to interact with without being drowned in them. Also, the average level is actually around 5-ish and that makes them "within reach" so to speak. Secondly, there's a dungeon near, and a small keep with traps and some badlands with monsters. A little bit of everything, wilderness, "city" and dungeon.
The Dalelands then. There are lots of people to interact with in Shadowdale, but maybe a little too many. In the grey box there's a census report of every stead and its inhabitants! I'm vary of trying to fit a bunch of PC in there. Maybe it can be used as a blue print for another similar dale, but frankly I am a bit confused. What did TSR think you would use all that data for? The good thing is there are some small hills with nasty rumours, some holes in the ground and some intrigue. I'm not sure about the Dalelands, though. It feels like Harn in a way, and for me that is not positive. Who's pig is that again? How many silver does a farm hand need to be paid per fortnight? Anyone?
The third alternative is the city of Waterdeep. Now, that would mean no wilderness adventure, and the dungeons would in all likelihood mean Undermountain. That sound kind of intriguing. The myriad of NPCs is another thing to think about. How many movers and shakes do I want to juggle? A quick sum shows that interestingly enough, the average level of the named personalities of Waterdeep is actually just 6.5! Considering FR has a reputation of NPC demigods that is very interesting! I foresee many opportunities for players to make a difference in a not too distant future with that kind of competition. Suddenly Waterdeep looks like it just passed the Dalelands in my personal list of starting locales. There's enough going on, and you could easily find work both honest and more shady. Eveningstar is slighly smaller and manageable, though.
I'd love to hear if anyone has any experiences to share. The feel I got from the grey box of something like the Old West, with an interesting dichotomy between the wild and the civilized intrigue me, and I'm still pondering how to emphasize that, in whatever local I choose as a starting point.
Like I wrote before, I have been reading DragonQuest and different Forgotten Realms source books, and nurturing some hope of combining the two. Today's question is where to place the "home base" and centre of adventures? I'm going to think out loud somewhat.
Ed Greenwood detail the Dalelands in the grey boxed set, and it's clear that that area and the kingdom of Cormyr is where his players spent a lot of the early years. I have the module FRQ1 Haunted Halls of Eveningstar, which is situated in Cormyr, but suitably close to the "wilderlands" and the "borderlands" or high adventure. Sure sounds like a nice place to start off, eh?
One good thing with Eveningstar is that there are enough NPC detailed for them to be fun to interact with without being drowned in them. Also, the average level is actually around 5-ish and that makes them "within reach" so to speak. Secondly, there's a dungeon near, and a small keep with traps and some badlands with monsters. A little bit of everything, wilderness, "city" and dungeon.
The Dalelands then. There are lots of people to interact with in Shadowdale, but maybe a little too many. In the grey box there's a census report of every stead and its inhabitants! I'm vary of trying to fit a bunch of PC in there. Maybe it can be used as a blue print for another similar dale, but frankly I am a bit confused. What did TSR think you would use all that data for? The good thing is there are some small hills with nasty rumours, some holes in the ground and some intrigue. I'm not sure about the Dalelands, though. It feels like Harn in a way, and for me that is not positive. Who's pig is that again? How many silver does a farm hand need to be paid per fortnight? Anyone?
The third alternative is the city of Waterdeep. Now, that would mean no wilderness adventure, and the dungeons would in all likelihood mean Undermountain. That sound kind of intriguing. The myriad of NPCs is another thing to think about. How many movers and shakes do I want to juggle? A quick sum shows that interestingly enough, the average level of the named personalities of Waterdeep is actually just 6.5! Considering FR has a reputation of NPC demigods that is very interesting! I foresee many opportunities for players to make a difference in a not too distant future with that kind of competition. Suddenly Waterdeep looks like it just passed the Dalelands in my personal list of starting locales. There's enough going on, and you could easily find work both honest and more shady. Eveningstar is slighly smaller and manageable, though.
I'd love to hear if anyone has any experiences to share. The feel I got from the grey box of something like the Old West, with an interesting dichotomy between the wild and the civilized intrigue me, and I'm still pondering how to emphasize that, in whatever local I choose as a starting point.
Wednesday, May 9, 2012
Why some games are hard
I just read the following by Justin Alexander about why the Transhuman Space game is known to be hard to get into.
To make things worse, Transhuman Space was primarily designed to be an interesting setting for the sake of having an interesting setting, without any real consideration or focus given to the types of stories/games that can be told in that setting.This struck me as quite insightful on the specific setting at hand, but also a key to why I find some settings and games to be hard to get. I have never managed to get enthusiastic about Harn and sometimes I think this is also the problem with the original Mage game. It's especially true for the latter, where clearly even the designers didn't know what to do with it, but it became boring in later editions when they got a clue. I'm quite sure there's a lesson in there, for both scenario and world creation.
Sunday, December 4, 2011
Where to go for you next game setting? The bible!
Even if you care nothing for the religious dimensions of the christian bible, read this marvellous post by FrDave! That is a truly inspired post that takes a literary basis and weaves from it a setting with dynamics and both a dungeon and NPCs. Great work!
Monday, November 28, 2011
An interesting way to start a sandbox
I have been listening to podcasts again. Yeah, I do that a lot. Me and my spouse cover different ones. She listens to 'casts about book of fiction and science news while I enjoys listening to people talk about ways to explore and invent imaginary worlds. Yeah. Solid stuff.
I did pick up a nice idea from the Happy Jacks podcast which I now have listened to a new episode of. Blame none but me if you think the following is stupid, though, it's my interpretation of an off hand remark made on the show.
For me the idea of a sandbox hinges upon the very proactive players. Frankly, I have seen few that would fit the bill. So, how about a way to show them the possibilities and wet their appetites before letting them loose? I'm thinking like this. How about you start your sandbox campaign with a pilot? You know how they do tv-shows, when they have a longer pilot episode where the main players gets introduced and suitable arenas of conflicts are delineated? I'm thinking that maybe that is a good way to start a sandbox campaign.
The way I would do that, would be a short but quite scripted episode where I expose the players through a simple plot (yes a predetermined one), to the things they then can poke and prod to their hearts delight. That way you would show how a story could look like in this world, and who the powers are they might want to topple, or play nice with. Naturally this would be strict by scenes, with time limits and also by cut scenes. Very focused and railroady.
Then I'd let the loose.
I wonder if that would fly?
I did pick up a nice idea from the Happy Jacks podcast which I now have listened to a new episode of. Blame none but me if you think the following is stupid, though, it's my interpretation of an off hand remark made on the show.
For me the idea of a sandbox hinges upon the very proactive players. Frankly, I have seen few that would fit the bill. So, how about a way to show them the possibilities and wet their appetites before letting them loose? I'm thinking like this. How about you start your sandbox campaign with a pilot? You know how they do tv-shows, when they have a longer pilot episode where the main players gets introduced and suitable arenas of conflicts are delineated? I'm thinking that maybe that is a good way to start a sandbox campaign.
The way I would do that, would be a short but quite scripted episode where I expose the players through a simple plot (yes a predetermined one), to the things they then can poke and prod to their hearts delight. That way you would show how a story could look like in this world, and who the powers are they might want to topple, or play nice with. Naturally this would be strict by scenes, with time limits and also by cut scenes. Very focused and railroady.
Then I'd let the loose.
I wonder if that would fly?
Friday, August 26, 2011
Battletech: Random Encounter!
It was time to play another BattleTech scenario today. Last day at work was hell, so I needed something to take my mind of it all. We decided to run a classic lance on lance patrol encounter, in wooded hills.
Once again we visit Zyclone 3, the fought over planet. The Rasalhague have been given it, but Kurita hardliners refuse to give it up.
The Kurita mechs were advancing through woodlands when suddenly there came enemy mechs up over a ridge. Intense fighting took place. First some placed themselves on hills and started to rain down long range missiles, and then others closed for melee all guns blazing. It all ended when the Steiner lance began to fall back, under cover of their leader. Sadly one pilot wanted to launch one more salvo and both him and commander Heinrich MacManus was vaporized, by a direct hit in the head by a laser and a missile ammo explosion, respectively. Fittingly, pilot Brenan Amundsen desperately yelled "Sarge!" and in tears managed to cause an ammo explosion in the Kurita commander's mech as well. Commander Takita's death caused his lance to hesitate and the Steiners could fall back.
Damn, these giant robots are fun!
I find that a simple rules system, with enough quirks and wrinkles, gives a lot of flavour. You roll your 2d6 high is always good. It just took 3 hours, including a lunch break, so it wasn't time killer either.
Naturally I think of this as a roleplayer, and for me the individual pilots and the stories that compel them to fight this fight is always in my mind. Having a pre written story and trying to reenact that in a set of scenarios where there's freedom of movement and action is an interesting challenge. I will probably try to write up our efforts as a campaign, and I will probably try to find ways to play this game on many levels. I have still not managed to get my great project off the ground where you play the domain management game on one level, then pick up your low level characters and do a crawl and have those two be played by different players and have it all interact and create a living, breathing world. Maybe Battletech is worth studying for something like that.
Once again we visit Zyclone 3, the fought over planet. The Rasalhague have been given it, but Kurita hardliners refuse to give it up.
The Kurita mechs were advancing through woodlands when suddenly there came enemy mechs up over a ridge. Intense fighting took place. First some placed themselves on hills and started to rain down long range missiles, and then others closed for melee all guns blazing. It all ended when the Steiner lance began to fall back, under cover of their leader. Sadly one pilot wanted to launch one more salvo and both him and commander Heinrich MacManus was vaporized, by a direct hit in the head by a laser and a missile ammo explosion, respectively. Fittingly, pilot Brenan Amundsen desperately yelled "Sarge!" and in tears managed to cause an ammo explosion in the Kurita commander's mech as well. Commander Takita's death caused his lance to hesitate and the Steiners could fall back.
Damn, these giant robots are fun!
I find that a simple rules system, with enough quirks and wrinkles, gives a lot of flavour. You roll your 2d6 high is always good. It just took 3 hours, including a lunch break, so it wasn't time killer either.
Naturally I think of this as a roleplayer, and for me the individual pilots and the stories that compel them to fight this fight is always in my mind. Having a pre written story and trying to reenact that in a set of scenarios where there's freedom of movement and action is an interesting challenge. I will probably try to write up our efforts as a campaign, and I will probably try to find ways to play this game on many levels. I have still not managed to get my great project off the ground where you play the domain management game on one level, then pick up your low level characters and do a crawl and have those two be played by different players and have it all interact and create a living, breathing world. Maybe Battletech is worth studying for something like that.
Saturday, August 20, 2011
Battletech, fantasy and the technological arms race
One thing I find interesting with Battletech, is that there are different levels of technology in the setting, and they all fight over technology as much as for power for its own sake. Sometime an influx of new tech shakes things up a bit, and it influences the capabilities of the other states and factions involved in the conflicts. Why aren't we seeing this in the fantasy worlds of roleplaying?
Imagine a country, which have invented gunpowder or the printing press. They invade another country and suddenly that country is filled with guys with primitive guns. Later on another country creates the telegraph and suddenly the game world have "instant" communication in some parts.
Imagine how cool that could be. Imagine your characters in the midst of it.
I think that part of Battletech could be imported successfully into your fantasy campaign!
Imagine a country, which have invented gunpowder or the printing press. They invade another country and suddenly that country is filled with guys with primitive guns. Later on another country creates the telegraph and suddenly the game world have "instant" communication in some parts.
Imagine how cool that could be. Imagine your characters in the midst of it.
I think that part of Battletech could be imported successfully into your fantasy campaign!
Saturday, August 13, 2011
Battletech: The Dragon holds the line! (and a few thoughts avbout Traveller)
A few days ago we assembled to commanders at my place and fought a Battletech scenario. BT is old school to me, whatever rules you use. My boxed set if the 2nd ed.
Along the border of the Steiner and Kurita empires, worlds have started to rebel, not respecting the deal by Theodore Kurita and ComStar. (this is before the clans. I did say old school, didn't I?). One such planet is Zyclone 3, where the samurai mechwarriors get their orders from the local warlord, that coming down from the mountains are two lances of Steiner mechs. They are spearheading a push toward the industrial centres in the lowlands. "We are redeploying to meet this thread, but you have to Hold the Line until reinforcement arrive and we can defend these vital resources!" Let the battle commence.
I played the Kurita guys, and had one lance of veterans in medium mechs. The Steiners had one light lance and one heavy lance. They were regulars, and the light lance mostly so. Naturally, the first thing that happens in that the heavy mechs stumble and fall while crossing a river! Some giggles in the light lance when that happened. Then I got my LRM and autocannons up on two hills with good visibility on a majority of the battlefield. Missiles started to rain as soon as the Steiners came into view. Two batteries of LRM 15, firing each round for four rounds. Just picture it!
In the end I managed to blow up two enemies, and shoot off the leg one another. It looked like a victory and the other player yielded. This was so fun that I at once started to think about doing a campaign. Naturally that makes you start to think about stories, free form developments and sandboxes. Again.
There are different rules for Battletech campaigns, and some of them have tried to handle the fact that you might want to play in a story line, but also to be the master of your own fate. I have read some of those and been thinking that maybe they can be used got a RPG campaign?
In a BT campaign you use something called tracks, which specify not which troops show up, but their relative size and strength. Also, the terrain is stated in a general case and the outcome can lead you to another track depending on what happened.
If you want to try to game a more controlled story, I don't see why you couldn't use something similar. In Traveller adventures, at least those from DGP, utilized something called nuggets. A nugget was a few resources for an encounter, and it had a dependency tree, i.e. it was connected to nuggets that had to happen before that one, and nuggets you could go into depending on the outcome. I think I'm going to go back and reread some of those old Traveller adventures and see how it worked.
Along the border of the Steiner and Kurita empires, worlds have started to rebel, not respecting the deal by Theodore Kurita and ComStar. (this is before the clans. I did say old school, didn't I?). One such planet is Zyclone 3, where the samurai mechwarriors get their orders from the local warlord, that coming down from the mountains are two lances of Steiner mechs. They are spearheading a push toward the industrial centres in the lowlands. "We are redeploying to meet this thread, but you have to Hold the Line until reinforcement arrive and we can defend these vital resources!" Let the battle commence.
I played the Kurita guys, and had one lance of veterans in medium mechs. The Steiners had one light lance and one heavy lance. They were regulars, and the light lance mostly so. Naturally, the first thing that happens in that the heavy mechs stumble and fall while crossing a river! Some giggles in the light lance when that happened. Then I got my LRM and autocannons up on two hills with good visibility on a majority of the battlefield. Missiles started to rain as soon as the Steiners came into view. Two batteries of LRM 15, firing each round for four rounds. Just picture it!
In the end I managed to blow up two enemies, and shoot off the leg one another. It looked like a victory and the other player yielded. This was so fun that I at once started to think about doing a campaign. Naturally that makes you start to think about stories, free form developments and sandboxes. Again.
There are different rules for Battletech campaigns, and some of them have tried to handle the fact that you might want to play in a story line, but also to be the master of your own fate. I have read some of those and been thinking that maybe they can be used got a RPG campaign?
In a BT campaign you use something called tracks, which specify not which troops show up, but their relative size and strength. Also, the terrain is stated in a general case and the outcome can lead you to another track depending on what happened.
If you want to try to game a more controlled story, I don't see why you couldn't use something similar. In Traveller adventures, at least those from DGP, utilized something called nuggets. A nugget was a few resources for an encounter, and it had a dependency tree, i.e. it was connected to nuggets that had to happen before that one, and nuggets you could go into depending on the outcome. I think I'm going to go back and reread some of those old Traveller adventures and see how it worked.
Sunday, June 5, 2011
Never split the group! Maybe you should...
I have had the fortune to be invited to a Unknown Armies game. The gamemaster is one of my dear readers, and he have done some quite cool things with the set-up for the game I wanted to talk about.
As everyone who have wondered about ecology in the dungeon, or "naturalism", knows there are a few things you just can't explain or have make sense without some major thinking ahead. Personally I lean far enough into the gonzo side of things, but if you want it all to make sense, one thing to watch out for it why the party adventure together.
In Call of Cthulhu there is one attempt to create a narrative structure, Delta Green. It's quite successfull. In our UA game we have The Band.
The band is called Unpeace, and was the greatest of them all. Well, it was riding the wave of death metal, mixing in some symphonic influences and a healthy dose of showmanship. After releasing one album the band was dissolved, but it's legacy and memory is very much alive. Now there will be a documentary, and a lot of memories are being brought to the surface. Naturally the player characters are the members of this band.
So, what's so cool about this?
Well. One thing I find interesting is how our game master have handled the fact that all PCs have a gigantic ego and loves to be in the spotlight all the time. Considering that, I think the solution is both neat and obvious when you think of it. We all met at a bar to talk to the film crew, and when the bar fight erupted and somebody's wife calls them to pick up the kids, we went in our different directions.
We split the party. It just made sense.
Now, to just idle and do nothing is the main cause for boredom when splitting the party, so naturally you have to keep the individual segments short and too the point. There is another trick in the bag, though. Since we have all played a few of those new fangled forge style games, we are quite confortable with the idea of shared narrative. This is used to good effect.
When my character, high on cocaine, runs into an alley after having hit somebody with his car, he finds somebody. The GM just said to me it was, I think, someone whom I had been missing lately. I could have said it was one of the other PCs, and suddenly the player sitting by my side would have been in that scene. Naturally, the other players could chip in their suggestions as well. I thought that was cool. While nothing really revolutionary, it was a good example of how the ideas of kibitzing and shared narrative can help make the split party less of a problem.
Let's think more of how the narrative structure helped the game along.
We all knew, from the first short conversations with some NPCs that we had arranged to start filming tomorrow. Thus we had a structure to the game, and could goof off until we were bored and it was tomorrow.
That also made it easy to split the party, running off doing wild things, since we could all participate to some extent.
I have often muttered about how the holy grail of sandboxing demands pro-active players. In this case we all knew that we had a Story, the film. If we wanted something to happen, we could just do something related to the film, like fight about whether we should play some songs, if we should film individually or as a group. I foresee lots of opportunities when the GM as the crew asks us about filming a scene about when "Frank fell off the stage". Guess if the possibilities of shared narrative are going to be utilized then!
To have an organization that gives you missions is one good way to keep the party together. Having some shared history like the Band creates natural conflicts, and some natural allies. Having the film being done is a good way to drag the PCs together again if we split up. Having the ability to chip in helps everyone to be involved. I think this set-up is great.
Can this be done in your vanilla D&D style fantasy game? Well, there's always the DragonQuest solution, with the Guild of Adventurers and their contract [sic!] spelled out in the rules!
As everyone who have wondered about ecology in the dungeon, or "naturalism", knows there are a few things you just can't explain or have make sense without some major thinking ahead. Personally I lean far enough into the gonzo side of things, but if you want it all to make sense, one thing to watch out for it why the party adventure together.
In Call of Cthulhu there is one attempt to create a narrative structure, Delta Green. It's quite successfull. In our UA game we have The Band.
The band is called Unpeace, and was the greatest of them all. Well, it was riding the wave of death metal, mixing in some symphonic influences and a healthy dose of showmanship. After releasing one album the band was dissolved, but it's legacy and memory is very much alive. Now there will be a documentary, and a lot of memories are being brought to the surface. Naturally the player characters are the members of this band.
So, what's so cool about this?
Well. One thing I find interesting is how our game master have handled the fact that all PCs have a gigantic ego and loves to be in the spotlight all the time. Considering that, I think the solution is both neat and obvious when you think of it. We all met at a bar to talk to the film crew, and when the bar fight erupted and somebody's wife calls them to pick up the kids, we went in our different directions.
We split the party. It just made sense.
Now, to just idle and do nothing is the main cause for boredom when splitting the party, so naturally you have to keep the individual segments short and too the point. There is another trick in the bag, though. Since we have all played a few of those new fangled forge style games, we are quite confortable with the idea of shared narrative. This is used to good effect.
When my character, high on cocaine, runs into an alley after having hit somebody with his car, he finds somebody. The GM just said to me it was, I think, someone whom I had been missing lately. I could have said it was one of the other PCs, and suddenly the player sitting by my side would have been in that scene. Naturally, the other players could chip in their suggestions as well. I thought that was cool. While nothing really revolutionary, it was a good example of how the ideas of kibitzing and shared narrative can help make the split party less of a problem.
Let's think more of how the narrative structure helped the game along.
We all knew, from the first short conversations with some NPCs that we had arranged to start filming tomorrow. Thus we had a structure to the game, and could goof off until we were bored and it was tomorrow.
That also made it easy to split the party, running off doing wild things, since we could all participate to some extent.
I have often muttered about how the holy grail of sandboxing demands pro-active players. In this case we all knew that we had a Story, the film. If we wanted something to happen, we could just do something related to the film, like fight about whether we should play some songs, if we should film individually or as a group. I foresee lots of opportunities when the GM as the crew asks us about filming a scene about when "Frank fell off the stage". Guess if the possibilities of shared narrative are going to be utilized then!
To have an organization that gives you missions is one good way to keep the party together. Having some shared history like the Band creates natural conflicts, and some natural allies. Having the film being done is a good way to drag the PCs together again if we split up. Having the ability to chip in helps everyone to be involved. I think this set-up is great.
Can this be done in your vanilla D&D style fantasy game? Well, there's always the DragonQuest solution, with the Guild of Adventurers and their contract [sic!] spelled out in the rules!
Monday, May 9, 2011
My thoughts on sandboxing
A few days ago I read some reviews of old Swedish modules, the shared heritage kind of thing, if you like. I noticed that one module was described as a "fishtank", and the way it was described it was clear that some kind of sandbox was what the author was describing. That made me look at what was provided, and how that stack up.
I guess anyone interested in the subject have seen Rob Conley's major series of posts on how to create a sandbox? I have a suggestion. Don't read it. Yet.
That series, while informative and exhaustive, is way too much. To start a sandbox you need far less. This module that ignited the fire fuelling the this train of thought provided far less.
Note that I have never successfully ran a sandbox campaign, so what do I know?
I guess anyone interested in the subject have seen Rob Conley's major series of posts on how to create a sandbox? I have a suggestion. Don't read it. Yet.
That series, while informative and exhaustive, is way too much. To start a sandbox you need far less. This module that ignited the fire fuelling the this train of thought provided far less.
- A sketchy map, with some atmospheric names, is great for inspiring wonder and creating ideas for adventure.
- Some NPCs who move about this area, with clear motives and plans for players getting involved in, helping or thwarting.
- Pro active players who can look at that map and run with the ideas generated from it.
- Player characters with ambitions and short and long term goals.
- A few McGuffins.
Note that I have never successfully ran a sandbox campaign, so what do I know?
Monday, January 10, 2011
Once again into the breach - starting a new campaign
So now my Wednesday group have ended due to scheduling difficulties and I'm looking to recruit some new people for a game. First question is of course, what are we going to play?
Since I have no players I'm going to decide what I want and then find players who want to play that. My problem then is to decide.
Have you looked at your game collection lately? There's a lot of choices there. At least there are in my collection of almost 100 different game systems! Naturally I felt this kind of talked to me. How many editions of the same game do I own?
A few.
Right now I'm looking at a few alternatives. I will have to decide on either AD&D 1st ed, S&W, T&T of some edition, B/X D&D or LotFP Weird Fantasy? It would be kind of cool to try my hand at ToEE, or doing Keep on the Borderland with B/X. But, wouldn't it be even cooler do to Rappan Athuk with T&T? Some times I wish I was one of those people which feel the small OD&D box and their imagination is all they need.
Damn. I have too much choice.
That wasn't such a meaty post, was it? Well, I might have some more interesting stuff to say in the days to come, when I ponder the possibilities and maybe feel like creating something.
Since I have no players I'm going to decide what I want and then find players who want to play that. My problem then is to decide.
Have you looked at your game collection lately? There's a lot of choices there. At least there are in my collection of almost 100 different game systems! Naturally I felt this kind of talked to me. How many editions of the same game do I own?
A few.
Right now I'm looking at a few alternatives. I will have to decide on either AD&D 1st ed, S&W, T&T of some edition, B/X D&D or LotFP Weird Fantasy? It would be kind of cool to try my hand at ToEE, or doing Keep on the Borderland with B/X. But, wouldn't it be even cooler do to Rappan Athuk with T&T? Some times I wish I was one of those people which feel the small OD&D box and their imagination is all they need.
Damn. I have too much choice.
That wasn't such a meaty post, was it? Well, I might have some more interesting stuff to say in the days to come, when I ponder the possibilities and maybe feel like creating something.
Sunday, December 19, 2010
Reading Dragons at Dawn Part V
In this installment we will look at magic and some general ideas on campaign building in Dragons at Dawn.
Magic
The first thing you notice is that mages can cast spontaneous spells. Not only can they do that, the things they can lob around at will is lightning strikes and fireballs! As in other parts of D@D, there are more than one system, shadowing the development in the Blackmoor campaign.
A few things are consistent in all systems, like that are the fact that magic and technology or at least alchemy are tightly intertwined. All spells are based on physical components. I also like the idea of having to roll a save to cast, which reminds me of how Rolemaster handles things like casting spells above your capability and suchlike. Magic should be capricious, I think. It makes it more "arcane", kind of.
Much have been said about magic swords through the ages. In these rules they all have some intelligence. It feels like Arneson liked his Stormbringer. It will probably feel very different from regular D&D to have ray guns, intelligent swords, singing elves and a Sleep spell which you might literally throw in the face of your opponents.
Otherwise can be seen his inspiration from Tolkien, since in the expanded games elves may sing their magic. This system, like Arneson's original idea for magic, uses spell points. Personally I'm not that fond of spell points, since it's just another fiddly thing to keep track of. I do feel for the designer who likes to transcend the hard limits of a slot based system, though.
Like so many times we can see how this is a game from the school of hard knocks. No flowchart to help you design "balanced" spells or magic items. It's wild and wooly. From what I've read of Tekumel, that other campaign where Dave Arneson played, the idea of technology indistinguishable from magic was prevalent there as well.
Campaign Rules
There are a few intriguing parts of D@D for campaign and adventure building. The first are the role random events must have played in Blackmoor. Having both a set of index cards with divination and seer consultation results, and also a set of index cards with strategic evens in the campaign. Picking randomly from those during the campaign time frame is an interesting way to add to classical rumours and that dreaded "story campaign" where events are plotted out in advance. Have your cake and east it too. I like this way of steering the events in a campaign, since it will probably be just as much fun for the GM as the players to pick a card and see what great events are a foot this month in the campaign.
The other thing I want to mention is Arnesons way of using points to populate his dungeons. Sometimes you might hear critics of D&D3 talk like having Challenge Ratings somehow destroyed the game. Nothing stops you from ignoring the idea of the "balanced encounter" just because you have the means to calculate something like an encounter difficulty depending on the strength of your party, you know! Apparently Dave thought that way, for he seemed to have used the idea of quickly stating a dungeon by deciding on how many points of opposition there were, and then later deploy those points as actual hit dice of enemies. I like this idea.
Summary
All in all, this rule set really makes me want to sit down and roll up a character. The combat rules are interesting, and the idea of saving rolls for resolving general challenges talks to my Trollish heart. Sometimes they lay out of the book isn't great, and I think it would have benefited from a more tight structure with a short discussion of the sources and Arneson's ideas together with the presentation of a specific set of rules. Now there are great snippets spread around, but some rules are presented with less reflection on what came before and I can't help wonder how much of that section was invented whole cloth by Dan Boggs? I like what I see, I just had wanted to know. The only read problem with this book is that it's 30 years over due! Just imagine if this had been done while Dave could have seen it and given feedback. But, who knows. Maybe he would just have shrugged and told us to invent some on our own, since he didn't remember. Great games makes you co-creator and entice you to house rule and add to it. This is such a game.
Magic
The first thing you notice is that mages can cast spontaneous spells. Not only can they do that, the things they can lob around at will is lightning strikes and fireballs! As in other parts of D@D, there are more than one system, shadowing the development in the Blackmoor campaign.
A few things are consistent in all systems, like that are the fact that magic and technology or at least alchemy are tightly intertwined. All spells are based on physical components. I also like the idea of having to roll a save to cast, which reminds me of how Rolemaster handles things like casting spells above your capability and suchlike. Magic should be capricious, I think. It makes it more "arcane", kind of.
Much have been said about magic swords through the ages. In these rules they all have some intelligence. It feels like Arneson liked his Stormbringer. It will probably feel very different from regular D&D to have ray guns, intelligent swords, singing elves and a Sleep spell which you might literally throw in the face of your opponents.
Otherwise can be seen his inspiration from Tolkien, since in the expanded games elves may sing their magic. This system, like Arneson's original idea for magic, uses spell points. Personally I'm not that fond of spell points, since it's just another fiddly thing to keep track of. I do feel for the designer who likes to transcend the hard limits of a slot based system, though.
Like so many times we can see how this is a game from the school of hard knocks. No flowchart to help you design "balanced" spells or magic items. It's wild and wooly. From what I've read of Tekumel, that other campaign where Dave Arneson played, the idea of technology indistinguishable from magic was prevalent there as well.
Campaign Rules
There are a few intriguing parts of D@D for campaign and adventure building. The first are the role random events must have played in Blackmoor. Having both a set of index cards with divination and seer consultation results, and also a set of index cards with strategic evens in the campaign. Picking randomly from those during the campaign time frame is an interesting way to add to classical rumours and that dreaded "story campaign" where events are plotted out in advance. Have your cake and east it too. I like this way of steering the events in a campaign, since it will probably be just as much fun for the GM as the players to pick a card and see what great events are a foot this month in the campaign.
The other thing I want to mention is Arnesons way of using points to populate his dungeons. Sometimes you might hear critics of D&D3 talk like having Challenge Ratings somehow destroyed the game. Nothing stops you from ignoring the idea of the "balanced encounter" just because you have the means to calculate something like an encounter difficulty depending on the strength of your party, you know! Apparently Dave thought that way, for he seemed to have used the idea of quickly stating a dungeon by deciding on how many points of opposition there were, and then later deploy those points as actual hit dice of enemies. I like this idea.
Summary
All in all, this rule set really makes me want to sit down and roll up a character. The combat rules are interesting, and the idea of saving rolls for resolving general challenges talks to my Trollish heart. Sometimes they lay out of the book isn't great, and I think it would have benefited from a more tight structure with a short discussion of the sources and Arneson's ideas together with the presentation of a specific set of rules. Now there are great snippets spread around, but some rules are presented with less reflection on what came before and I can't help wonder how much of that section was invented whole cloth by Dan Boggs? I like what I see, I just had wanted to know. The only read problem with this book is that it's 30 years over due! Just imagine if this had been done while Dave could have seen it and given feedback. But, who knows. Maybe he would just have shrugged and told us to invent some on our own, since he didn't remember. Great games makes you co-creator and entice you to house rule and add to it. This is such a game.
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