Showing posts with label A Note. Show all posts
Showing posts with label A Note. Show all posts

Monday, June 17, 2024

Crystal Frontier - Ongoing Campaign - The Mud Isles

"Vpon the Seuentene Daye of the Seconde Moneth, that same daye were all ye fountaynes of the greate depe broken vp, and the wyir of ye heauens cast wyde."

- Late added marginalia in the Codex of Lead 7:11


Joseph Grady - The Bank of England - 1830
Imagining One's Capital in Ruins...

When the sky is clear and the rain breaks on the coast of Blackacre a brown smudge beneath dark clouds mars the horizon... The Mud Isles are scant miles away over the Silt Straits and Narrow Sea but they are a lost land. Now only known as home to the raft-borne raiders - bands of dozens or hundreds of “Ghouls” - who crash onto the shores of Blackacre almost every Fall. A watchword for cannibal horror and mindless barbarity, the Ghouls of the Mud Isles worship a vile devoured god beyond the understanding of any in the Empire or Resurgent Kingdom — except as a mirror reflecting the dark years of the Demon Emperors. The Ghouls are anathema, even more than the Blackheart cults they resemble and which still infect the Empire. Yet the the Mud Isles are not the waste of bone idols, stinking sucking mud, and festering midden of chewed bones that most imagine them to be. The Mud Isles were once a civilized place. A kingdom that traded with the Empire in ancient times, noted for its devotion to decorum, mercantile avarice, and delicate decor. Some few and foolhardy … or perhaps those who have made dark pacts allowing them the favor and acceptance of the rulers of the Mud Isles … trade there even now, pulling antiquities and treasures from the sunken ruins of the City of Lead.

Monday, August 7, 2023

Crystal Frontier - Ongoing Campaign - The Forest

“There are many worlds. Some have passed and some are still to come. In one world the Lui all creep; in another they all walk; in another they all fly. Perhaps in a world to come, the Lui may walk on four legs; or they may twist like snakes; or they may swim in the water like fish. Perhaps this is that world already."

 - Woundsmens’ Fable

The deep forests of Blackacre, now known as the Blackwound, are older than humanity, and perhaps older than the world itself. While the Old People of the deep wood are either extinct, mythical, or retreated into some unbreachable fastness within the mountains, the forests are still no friend of humanity. Rough Imperial logging towns and camps of prisoners, heretics, and undesirables under inquisitional and military rule are the limits of civilization, even close to the canal that tenuously connects the province to the Capital.

Along the Grande Gracht canal, noble and merchant dynasts once attempted to build hunting lodges or retreats, usually with the hope of being granted dominion when Blackacre finally “civilized”. Centuries after settlement Blackacre remains a brutal penal colony, despite minimal magical pollution, flowing wealth, and a ecclesiastical zeal. Blackacre, and especially the fecund Blackwound is winning... As the trees spread their gloom, the forest people are losing the trapping of Imperial culture, slinking back into fur clad obstinacy, and mere subsistence as they embrace cultic superstition and invent “old ways”. The province seems doomed to wither before it blooms into the bastion of Imperial faith that the province’s Nuncios aspire to.

The Blackwound resists the dreams of Imperial theocrats, devouring or transforming the young missionaries and curates that the See pours into it each Spring. Even generations of logging have failed to check the forest’s growth and tracts cleared mere decades ago are again choked with tall straight trees. Flash floods in the Autumn destroy camps and mills, ferns erupt among the stumps to devour fields, and in high summer, lightning fires rage through undergrowth to wash nutrients back into the soil allowing the trees to grow taller and encouraging the undergrowth erupt with new vigor.

Yet the Blackwound is simply a forest, perhaps unlike any other, grown on a grander scale grander, where the ferns, lichens, moss, and brambles of the floor often rise to near the height of a man, and the Great Trees sore until they are lost in the permanent green twilight. Entering the Blackwound is entering a hostile universe where paths lead in circles, the mists muffle sound, the trees confound invaders with their scale and conceal sudden obstacles: chasms, torrential creeks, deadfalls, sheer cliffs and bramble basins of wire strong thorn. The forest resents change, resents humanity’s dream of conquest, and resents intrusion.

Sunday, March 13, 2022

DUNGEON!, STRATEGOS, AND D&D


Stumbling Towards D&D's Alternate, Alternate Combat System
 
The combat mechanics of Classic fantasy RPGs are a huge source of both debate and game design innovation. The first official changes to Dungeons & Dragons in “Supplement 1 - Greyhawk” are changes to combat mechanics (variable Hit Dice, including weapon damage and Hit Points by class) that form a central aspect of every subsequent edition of Dungeons & Dragons. Even now D&D's combat rules continue to evolve, increasing in complexity and offering ever more variability, steadily accreting to form the 100’s of pages of rules, customization options, feats, spells and mechanics that allow the current edition to function almost as a tactical game of fantasy superpowers and feat usage.

I’m not going to catalog, debate, or mock these early design choices. Like most of early Dungeons & Dragons the combat system is entirely functional, and while, like all novel inventions it can be streamlined or optimized in various ways, it serves. Of course what’s also fascinating about the system offered in the first edition of D&D is that it’s presented as an alternate but it was adopted almost exclusively by early players, by many presumably because they didn’t own the recommended rules in Chainmail. Both Gygax and Arenson, in the Greyhawk and Blackmoor supplements, start fiddling with it almost immediately. Other groups also begin to transform Dungeons & Dragons very quickly, often starting with the combat system, but retaining its core assumptions … the deep DNA of hit points, distinct hit and damage rolls, and damage based on weapon type, can be found even in contemporary video games. The haphazard alternate combat system offered because the preferred one (at the time) was already published, too lethal (per Arneson), and too complex to include in the modest booklets of early D&D, has become the model for the majority of mechanics in role playing games -- your Fromsoft console protagonist still fights like a 1970’s tabletop ironclad, battered into sinking by enemy blows.

Saturday, January 1, 2022

ONWARD!

Another year has passed, and my 11th blogging about old fantasy roleplaying games begins.  Looking around the classic RPGand Post OSR community today I see a lot of folks talking about 2021, what lessons they took from it, what they accomplished. I won't. I learned nothing in 2021.


2021 was a bad year.

Plague. Death. Fire. Flood. Ignorance. Malice. 

A year of mute calamity.


Sure, I put some adventures up on DriveThru RPG that got some ideas out of my head and which I hope some people enjoyed. I wrote some blog posts, including helping found the review site Bones of Contention, and managed to run 20 odd sessions of my Crystal Frontier home game, but 2021 is done.


NO PAST ONLY FORWARD

2022 is cracking from the egg now and I have some plans, hopes, and hobby aspirations. I've listed these projects below in rough order starting with the most possible and likely earliest to arrive.

 

1. CURSE OF THE GANSHOGGR


A 20ish page, fairy tale and saga influenced adventure for Ava Islam's Errant system. The Ganshoggr, a goose-dragon of prodigious size despoils the Goose Lands in the Empire of Birds as a mark of the avian gods' disapproval of the Goose King's war-making and misrule. The King wants it dead, his champions have failed and he certainly doesn't want to fight it himself. 


Where brave goskarls have failed perhaps waves of greedy errants may succeed. The Ganshoggr dwells in the ancient barrows of the Anser Kings, hoarding tombgold and plunder. Challenge the Ganshoggr to single combat, unravel its mysteries and weaknesses, murder it in its sleep, or simply steal its hoard and leave the gooselands are turned to a guano poisoned marsh.

I’ve currently written about 80% of the adventure and drawn the map, but still need to do layout and much of the art. Ganshoggr is primarily a work for a friend, but I am also using it to play around with fairy tale setting, mock the seriousness of most “viking” sorts of fantasy, and design a dragon adventure for low level parties/a monster hunting adventure. 

Powerful singular monsters in fantasy rpgs tend to be anti-climactic.  It’s hard to overcome the action economy or the players’ schemes without making something that can utterly destroy the party without a second thought. The Ganshoggr is an attempt to instead create a dragon that is 1) Very dangerous to confront, almost impossible even 2) Has clear fairy tale “rules” for how it acts 3) Offers alternative means to defeat and has discoverable weaknesses. 

 

2. CRYSTAL COAST EULOGY

Draft Cover
Tomb Robbers deserves a sequel, but rather then investigate further fallen fortresses and sepulchers of the Empyreans (though I hope to get back to that), I've decided to focus on another part of the blasted frontier. Around the Bay of Falling Stars at the Northeastern edge of the Crystal Frontier is a rugged coast, largely abandoned, but less magically poisoned then the plains where the crystal tombs fall.

Instead this land is mired in ignorance, feuds and old evil. The town of Coldwater rots inland, from the pirate shadowed cliffs and coves, once a plaything of the wealthy Cold family, and now isolated and failing.  Obsessed with their customs and artistic pretensions the people of Coldwater ignore the ruins of Cold Manse, burned by revolutionary violence and pretend that families don’t disappear from Coldwater in the night. The Manse is of course haunted, and despite the best efforts of their persecutors, the Cold Family endures.

Demon worshipers and beneficiaries/victims of the Blackheart Contagion, the Colds have endured because they are scheming, immortal cannibals hiding in the undercrypts of their ruined mansion and focused on their own aristocratic pretensions: religion, art, esoteric scholarship and gastronomy. Yet the Younger Colds chaff at the rule of their elders (and the cruel punishments that await family members who defy them) providing for faction conflict and intrigue as well as exploration and the catharsis of massacring ghoulish aristocrats.

Crystal Coast Eulogy is also an experiment for me, a break with Tomb Robbers of the Crystal Frontiers dense “Jewelbox” style in an effort to create an adventure that still offers faction intrigue and puzzle opportunities, but is less dense to support greater focus on navigation and classic exploration within the limitations of OSE or B/X’s movement systems and exploration procedure.  The main problem I have with the B/X exploration procedures is that like all early D&D exploration they seem to assume a far longer session time then online play supports. This is turn demands larger dungeons for them to function well, and larger dungeons are near impossible to write in my preferred style.

Interior Design Draft

My hope is that by using streamlined descriptions for many of the keys, and saving denser descriptions for around 20 important areas I can write a 100+ key dungeon without losing too much detail and setting. Likewise I want to see how well I can design a dungeon for these procedures that functions with shorter sessions which means lots of entrances, shortcuts and discrete sections of the dungeon. Not a full on nodal mega-dungeon, with small sections split by procedurally generated, scale enlarged or otherwise simplified empty regions, but a fully keyed large dungeon that is functional without ignoring movement speed and supply or demanding players explore it in six hour sessions.

While much of Cold Manse is a reference to the Ghormenghast novels, another aspect of Eulogy that I'm interested in is creating a haunted house - a close look at the cover image may see the influence of Disney's Haunted Mansion, and the interior is likewise intended to be filled with ghosts and phantoms that don't follow the standard Dungeons & Dragons structure for undead encounters. There's still a lot of work to do on Crystal Coast Eulogy, but I've play tested some of the first level, and it went well, so I think it's just a matter of sitting down and writing another 60 keys. Then the layout and art of course...

Draft Cover
3. CRYSTAL COAST REQUIEM

A companion to Eulogy, this is a regional point crawl with another dungeon (an abandoned lighthouse and shrine to the Imperial Saint of drowned sailors). Cold Manse from Eulogy will be the tentpole dungeon of the region, but it has other things going on, allowing referees with both books to run a region low level campaign. Rather then purely a gazetteer, Crystal Coast Requiem provides details and travel rules for a sub region of the Crystal Frontier, based loosely on the coast of Northern California. Faction and regional conflict, capable of quickly accelerating into a range war.

The core of Requiem is work I did in 2017 to support the re-release of Prison of the Hated Pretender, another dungeon with extensive notes -- instruction on the goal of the design or how to run it. Requiem focuses on faction intrigue, both within its dungeon and at the regional level, allowing the players to reshape the faction structure based on their actions.

I've also got a few other things planned or partially thought through, but the three projects above are the ones I hope to complete. For blog posts and reviews I'm currently writing up Part II of my look at treasure design, a post on the use of random tables in adventure design and another on the problems with nostalgia in the RPG community and design. For Bones of Contention I'm currently reviewing the re-release of Deep Carbon Observatory and looking at its place as an exemplar of mid-OSR design, as well as how it's various and varied experiments in adventure design hold up.

Tuesday, December 15, 2020

December Update and Ongoing Projects

So rather then work on the various projects and posts I have planned for All Dead Generations, I decided to prepare a series of ambitious projects:

Equitone - Our Lady of Situations

CRAWL -- A codification of the OD&D based ruleset I’ve been using for the past several years. Is CARAWL a retroclone? Sorta? Is CRAWL a heartbreaker? Maybe? Is CRAWL an effort to center exploration and with mechanics and playstyle? Absolutely!

The Growly Hoot is an ornery varmit

Tomb Robbers of the Crystal Frontier -- An introductory adventure for CRAWL (or maybe the 1981 Moldvay Basic Set) about plundering the crashed tomb fortresses of the Empyreans (Space Elves) while surviving a Low Western infused wilderness.

I’m doing all my own writing, art and layout for these projects, but I’ve made it 60% through a Quickstart for CRAWL (30% through the longer Rules with explanatory essays similar to All Dead Generations), and 80% of Tomb Robbers is writing, illustrated and laid out (but not edited).



Star Spire



In preparation I’ve produced a Tomb Robbers of the Crystal Frontier mini-adventure, a small, newly crashed, crystal tomb ripe for plundering -- the Star Spire

STAR SPIRE is here if you want to buy it for $1 Dollar.

Tuesday, December 1, 2020

Aligment ... Reaction ... Asymmetry ... Faction

 

LEGACY SOCIAL MECHANICS AND CONTEMPORARY DUNGEONS & DRAGONS


Alignment x Reaction x Asymmetry x Faction  PDF

This summer I wrote a series of threads about the ways that certain legacy rules, often disfavored in Contemporary Traditional rulesets like Dungeons & Dragons' 5th Edition work to mitigate tendencies towards racial essentialism (the idea that a people is defined by a specific character - laziness, rigid adherence to duty, inscrutable cunning, religiosity etc) and colonial fantasy (fantasy that replicates and uncritically includes elements of colonialism) within the game. The issues are concerning for many players who are put off by the Good v. Evil and the assumption that the goal of Dungeons & Dragons adventures is the slaughter of various humanoid "races" such as Orcs. Colonialist and even genocidal themes are certainly present in early editions of the game, and Gygax himself spoke in support of the idea that humanoids in Dungeons & Dragons could be understood as a metaphor indigenous people and that the proper form of play was to massacre them in the manner of colonial conquest.

This is obviously not something that most people want to emulate or bring into their games, and it comes up in the context of modern Dungeons & Dragons because despite overt gestures towards a more inclusive game, Wizard's of the Cost continues to use humanoids that are sometimes described in terms that echo colonialist stereotypes of non-white peoples.  This oversight is compounded by the way that 5th edition elevates combat as a solution to most obstacles, humanoid 'monsters' included, and designates most many 'races' of humanoids as wholly, irredeemably, cosmically evil.

I  see and acknowledge these trends in various of Dungeons & Dragons, along with the distasteful beliefs of Gygax and many other early creators, but I I don't believe that a game of Dungeons & Dragons must be a colonial or exterminationist fantasy.  From long play it seems to me that many of the solutions to these issues are found within the older rules in the places that they step away from simple, linear, heroic narratives and towards interrogating the morality of Fantasy adventure by offering the players themselves choices.  The mechanics to do this existed in early Dungeons & Dragons, the way the game offers players the chance to take stances and imagine actions at odds with their own morality - to weigh what evil looks like and contemplate how expedience can lead to wrongdoing, even within the simple structures of fantasy adventure gaming, is one of the types of play unique to and attractive about playing RPGs.

These mechanics are: Reaction Rolls/Morale, Asymmetrical Encounters and Faction Intrigue.

Beyond any desire not to include disturbing, uncritical echos of colonial history and subjugation
in ones game, or even for hobbyists who reject this argument (please still consider it and remember that you might not see what isn't a threat to you)these mechanics are fun and support a specific play experience. They encourage more complex roleplay, player planning and non-combat solutions to obstacles.  With these chnages classic social mechanics and design principles make for a better open world games, and generally promote player engagement with the setting because role play and negotiation themselves become paths to mechanical success, combat becomes more risky and 'fluff' or 'lore' become useful for understanding NPC/Monster motivations and goals.

Recently, Wizard's of the Coast seems to have adopted some of these principles - emphasizing, if not providing mechanics for, parleying with monsters in Tasha's Cauldron of Everything and giving various humanoid factions goals and values beyond "Be Evil" in Rime of the Frostmaiden. Morale rules (complex and and a bit of an afterthought) have always existed in 5th Edition's Dungeon Master's Guide but they are rarely if ever mentioned. These are positive signs, both that Wizard's is taking concerns about representation and themes in its game seriously and that the company open to play styles beyond linear story arcs in support of tactical combat.


I've attached a PDF of my thoughts on these legacy social mechanics: how they work, what they accomplish and how they can be implemented.

Alignment x Reaction x Asymmetry x Faction
PDF


Thanks to Warren D. of I Cast Light for the compilation and editing of these threads.

Monday, October 26, 2020

Prison of the Hated Pretender 2020 Release


A revised, updated, edited, illustrated and annotated version of my 2012 Prison of the Hated Pretender is now available for purchase and download at DriveThruRPG.  The adventure is introductory, and now includes copious notes on running classic style adventures as well as conversion details for 5th Edition D&D. 

Published through the amazing Hydra Cooperative, and available here:

DriveThru Link

Monday, September 9, 2019

A NOTE: On Encumbrance, Treasure and Session Structure

Recently I’ve discussed the importance of resource based risks to classic play, and perhaps offered a reason to use this play style, but I’ve saved the most important element of meaningfully including supplies in your game until now. Risks and tables that offer dire consequences for characters who fail to appreciate them are maybe interesting, but they’re superfluous if they never have a chance to enter play, which requires limiting player supply. The primary way to limit supply is Encumbrance. The amount of equipment, weapons and armor that a character or party of characters can carry in game is important because it provides a clear metric of character strength beyond hit points that makes intuitive sense to any player, and with proper rules can make mechanical sense in a dungeon crawl (see The Risk Economy Part II).

 

THE RUST MONSTER’S LEGACY - EQUIPMENT AS SUPPLY

 

When I was a kid, playing Basic Dungeons and Dragons after school in a friends basement around 1986, one of the game events that upset me the most was an encounter with a ‘Rust Monster’. The propeller tailed, bug thing completely devoured out fighters’ weapons and armor before being killed. A prized +2 sword was reduced to a jagged crumbling shard of metal and both me and the other two players were aghast at the horror visited upon us. The Rust Monster is one of the uniquely Dungeons & Dragons creatures that Gary Gygax invented from a bag of plastic toy “dinosaurs”, but more than any of those others: the Bulette, the Owlbear and perhaps the Umber Hulk, the Rust Monster is a monster tied to the exploration side of the game. It doesn’t do much harm to characters’ hit points, but it destroys the party’s ability to engage in combat with other enemies, dramatically increasing the risk of further adventuring because it attacks equipment rather than hit points. It upset us young players for precisely this reason, because it operated outside the structure of risks and rewards we expected. It was such a scandalizing outrage that I still remember it because equipment (especially that magic sword) is something that D&D players value greatly but view as static, and because its destruction made a great deal of obvious sense.

The rust monster's natural form
 The Rust Monster itself looks a bit goofy, but there’s nothing wrong with what it represents, a novel danger or obstacle for the players to think around. It’s a trick monster, but notably the Rust Monster’s trick, while dangerous, doesn’t represent a danger of immediate death for a character. The loss of equipment hurts a character effectiveness and increases overall risk and is difficult to replace in the adventure locale, but it has an intuitive logic - tools break - and so it doesn’t feel like a gamified and artificial mechanic. There’s an important distinction her though, as much as Rust Monsters, prying open doors, rolling down slopes of jagged scree and wedging moving walls apart make losing weapons or armor make sense, weapons, armor and magic items are generally considered permanent - players don’t expect them to be exhausted, while other items are disposable. Food, light sources (including oil bombs), scrolls, potions and a few mundane supplies like iron spikes are something that players expect to exhaust during the adventure and resupply in town. It’s useful to make a distinction between these types of supplies - semi-permanent equipment and usually the easily exhausted consumables (or supplies).

Risk to character equipment has a history beyond special monsters such as oozes and the rust monster, and the AD&D includes a set of saving throws for equipment based on its material and various types of disasters. Potions boil, freeze and shatter while scrolls survive falls and “crushing blows” with ease. It’s a fairly functional system really, applying both to the loss of player items in trying circumstances and player character efforts to destroy mundane objects: cutting ropes, burning down doors and such.

AD&D Monster Manual Rust Monster
David C. Sutherland III (?)
5th Edition also makes some nods to the possibility of equipment destruction, thought it seems more concerned with players destroying obstacles and dungeon furniture.“When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.” - 5th Edition Dungeon Masters’ Guide, Pg. 245. Afterwards the 5th Edition Guide provides useful rules for item Armor Class, Hit Points and damage reductions/thresholds to make durable objects stronger.

The burdensome nature of these rules (or punitive one if used in every situation where they might apply - do all the items in a PC’s pack need to save after every blow, after every battle?) makes them something that often gets forgotten in play, but exact method (the saving throws above, or perhaps a simple X in 6 chance of breakage) is unimportant and can be streamlined or applied only in extreme situations. The special revulsion and horror that I showed towards the rust monster as a young player shows that risks to character equipment remains a valuable tool for a GM who wants to expand risk while attacking something other then character HP, but like most serious risks, if a character would have a chance to evaluate risk of breaking an item then the player should be forewarned.

Tuesday, January 8, 2019

A NOTE: Illusionism


What’s Illusionism, and why should you care while running a game?

Illusionism is a method of setting building or adventure design that raises the question of player choice or agency. It’s the practice of Game Masters or designers of changing encounters or events in game that will follow a specific path or create a specific scenario. The term itself is sometimes used pejoratively - but like most other things in a hobby or fandom that get people angry it’s a nuanced issue with multiple perspectives. Obviously GM actions that force specific results or events can be a problem for players when the players feel that their choices will lead inevitably to the same results. This is somewhat like the tendency of players in of computer RPGs to skip through cutscenes and dialogue because they expect that decisions about plot developments or the motivations and plans of their characters are pre-scripted or will inevitably lead to the same result.

In a tabletop game roleplaying the plans and motivations of both player characters and NPCs or factions in the setting are an area that tabletop can manage extremely well with a GM there to make the setting react reasonably to unexpected plans, shifts in allegiance or changes in player goals. In a video game the next adventure or scene has already been scripted and designed and cannot be modified should the player decide they want to do something else or approach things in an unexpected way, while a tabletop Game Master can easily change things to adapt a scenario to unexpected player decisions. While such improvisational adaptations might share elements of illusionism, they generally result in players feeling more connected to the setting and events then if the GM had simply run events as initially expected.
Ogre art from the 1st Edition Monster Manual

So essentially the danger with illusionism is that players will feel their actions and desires are meaningless, advancing a plot that the GM has already designed even when they want to take the game in another direction, and the advantage of it is that it can create more dramatic or responsive reactions to player decisions and character plans, goals and personalities. In dungeon crawls the advantages of illusionism rarely outweigh the risks - because the nature of the setting already contains a great many logical, diegetic (that is resulting from the story itself) restrictions on player choice. Many classic types of Illusionism are also more dangerous for the GM to use in a dungeon crawl because the sorts of decisions, especially decisions about character movement and encounters, that it tends to effect are ones that are already a focus of player attention in a dungeon crawl. For players to accept the GM violating the assumed nature of the setting: time, physics and other constants (for example putting the same mundane creature in multiple places at the same time to force a player encounter) it's best that these interventions are secret, unknown and relatively unimportant.

An alternative way of viewing illusionism is as a sort of inverse of ‘simulationism’ - the impulse to make your game as realistic as possible - entirely controlled by realistically modeled rules and chance. In the perfect (and entirely impossible) simulationist game the GM wouldn’t make any decisions, only consult rules and tables of chance and likelihood for even the most mundane events. As much as illusionism’s bad reputation is earned when GM’s use it excessively or clumsily to negate player decisions, simulationism deserves an equally bad reputation when ‘realism’ and the inescapable tyranny of chance are used in ways that make game boring or lead to frustratingly pointless character deaths (such as a GM who claims that characters have a 1 in 100 chance of slipping on tavern stairs or choking to death on a beer).

Old Games

Let’s talk about old tabletop roleplaying games - specifically the kind of games played in the 1980’s and recently depicted in the nostalgia...