Showing posts with label Published Items. Show all posts
Showing posts with label Published Items. Show all posts

Friday, November 12, 2021

Old Work Revisited and a Free Adventure

GAZING BACKWARDS INTO THE ABYSS

Hel's Crow's Final Rest (release) PDF

In the dingy fall of 2012, a little over nine years ago now, when I had newly returned to Classic style RPG play and the online community around it seemed full of possibility I wrote Hel's Crow's Final Rest.  The blog Ramblings of the Great Khan had put together a little contest for short viking themed adventure, and this was my two page entry. 

An RPG friend of mine, mv, has been working on improving their layout skills and asked around for short things in search of layout. I offered a few old adventures and mv picked Hel's Crow's Final Rest. Over the past several days mv and I have gone back and forth about layout and I drew some new art for the old adventure to offer it up again in a more contemporary form.

It's interesting looking back at one's own old work. A glimpse into a different time, and 2012 was a different time.  The "OSR" was a younger school of RPG design, having just emerged on Google Plus and started to merge its Revival and Renaissance into a shared conception of play. My experience with post 1995 gaming was largely limited to running Patrick Wetmore's Anomolous Subsurface Environment and playing a few of the early online games on Google Plus. Rule sets hadn't proliferated and Labyrinth Lord was the primary retro-clone. The term "OSR" wasn't even in general use and many of the personalities that would come to dominate the scene and innovate within it hadn't started blogging.  Yet in 2012 there was already a robust culture of play exploring rules light older editions of a variety of games (not just Dungeons & Dragons) and a community of creators focused on setting design, adventure creation and rules hacking shared via blog, but not yet the production of new derivative systems for sale. Hel's Crow's Final Rest is a product of this time of vigorous amateur adventure design.  It's a simple location/situation based advetnure, but strikes me still as fairly representative of the sort of small adventure in 2012 - a little compressed to fit into its original two pages, but very much an example of mid-period "OSR" design.

At its core Hel's Crow's Final Rest is a faction based negotiation built around a single encounter.  Again this is because it's not a dungeon crawl, but a short adventure. One could argue it's scene based even, but it's still designed with a location as its subject - the Sea Shrine of Aski.  My adventure designs remain focused on location, even today, and like Hel's Crow's Final Rest try to derive much of their play from faction negotiation. This necessitates unclear moral lines (which Hel's Crow has - though it has obviously good and obviously evil factions) so that there's no obvious best choice for players. Here the players are asked by a powerful evil force to recover an artifact from the shrine sheltering refugees from Aski, and can do that through trickery/negotiation or through violence.  Heroism and direct confrontation with evil in the adventure leads only to a quick and messy death, while monetary success (and thus level advancement) is far more likely to come through the characters decision to engage in evil acts themselves.

The cartoonish Norse setting reflects the grim character of this quandary - but I think manages to do so without fully embracing the "Grimdark" sensibilities that would later become an OSR hallmark.  Such dark themes and lack of clear "good" choices are a useful tool for designing with high lethality systems, producing adventures that have a high degree of player choice and moral ambiguity/decision. Such settings set player expectations by cautioning them that characters can die easily and that survival depends on making choices and problem solving.  An alternative of course has always existed in "Gonzo" settings which use absurdist humor to similar effect, and in 2012 the question of which style of setting Gonzo or Grimdark would dominate future OSR design was still an open question.

Saturday, February 27, 2021

Jewelbox Design and Broken Bastion

MERCILESS SHILLING

Broken Bastion is the third “mini-adventure” I’ve written up for Tombrobbers of the Crystal Frontier. (Link to Drivethru Page) It’s a longer location, designed for 3rd level adventurers, with several small levels and 14 keyed locations. It’s also an experimental effort, a trap maze of sorts and includes a significant number of GM notes. Broken Bastion is experimental in that it does several things that I’d normally consider ‘bad’ location design: begins with an obstacle, includes a powerful “hunting” monster that’s potentially difficult to run, offers very limited opportunity for roleplaying/faction intrigue, includes numerous weapon immune creatures and has multiple traps that can annihilate the entire party without a chance of a saving throw.

However, I’ve done my best to make these various bad ideas work together to create a risky location that’s deadly, but not unfair and with sufficient rewards to tempt players into unwise decisions rather than death by happenstance. Broken Bastion may not include the reviled “Rocks fall, you all die” sort of trap, but it does include “Magic machine explodes, you all die” -- and that’s pretty close. The question I tried to answer in designing it was if one can use these kinds of high risk obstacles in a way that feels fair and offers an enjoyable adventure. I’d like to think I succeeded, and I’ve included a number of discussions and notes about how to run these sorts of scenarios and obstacles, but I won’t repeat them here.

Something that I keep coming back to in these “mini-adventures” is how they are different from classic modules in terms of scope and density, while also serving the same purpose as discrete adventure locations for exploration and plunder that can be placed independently on a map, outside of any larger story (hence the term “module”). Ben L. of Mazarin’s Garden and Ultan’s Door reviewed Prison of the Hated Pretender a few weeks ago and described it as a “Jewelbox” dungeon, a compliment that I think captures the design style these adventures aspire to.

WHAT IS JEWELBOX ADVENTURE DESIGN?

The term “Jewelbox” is borrowed from architecture to describe a smaller building, usually a home, that uses high quality materials and an attention to detail and habitability rather than size and opulence to create high end homes. Of late it’s become a term used to sell luxury condominiums and is often contrasted with the “McMansion”. It’s also popular in interior design as a way to describe spaces that are densely packed but seek to be ergonomic and have a high degree of utility. Built-in bookshelves and cabinets are often described as features of jewelbox interiors for example.

In terms of RPG adventures what does “Jewelbox” mean exactly?


  • A classic LOCATION BASED rather than scene based adventure,
    but usually SMALLER then standard classic adventures with fewer keyed areas. 

  • Increased level of detail produces keys with greater DENSITY over standard
    adventures, acting to streamline play without too much of a reduction in risk.

  • Requires greater detail and novelty to encourage Player interaction
    with keys and so tends towards NON-STANDARD fantasy settings/elements.

  • Can include greater focus on HISTORY and ECOLOGY of location
    because of greater interactivity.

  • The detail and scope of a jewelbox adventure ideally creates a play loop where

    INVESTIGATION and INTEREST are self-reinforcing.

Saturday, January 2, 2021

A Note on Deceptive NPCs and More Crystal Frontier

VULGAR COMMERCIALISM

December has been a productive month, though projects keep moving off sideways rather then plodding on properly to their finish. I’ve put out a second ‘Mini-Adventure’ for Tombrobbers of the Crystal Frontier, while the original project still needs some art, layout and editing to finalize.

The Beast

At 1900 words, this second Crystal Frontier adventure isn’t quite a One Page Dungeon, but it’s only eight keyed locations, a lair, and it certainly lacks all the elements of a full scale dungeon adventure. Most importantly there are no random encounters or other mechanisms that put time pressure on the party. Instead it revolves around negotiation with two NPCs: an untrustworthy exiled sorcerer and the undead, demon tainted assassin that hunts him on behalf of a powerful, but distant regional faction: The Warlock King. The Brujia, The Beast and The Barrow is less of a single one session adventure (though it’s also that, and I think it contains a couple of interesting puzzles) and more of an introduction to one possible source of intrigue and a useful NPC who can remove curses(curses and magical disease are a prominent feature in the setting).


The adventure itself is something I’m happy with, the layout and art are properly brooding while maintaining the colorful, slightly psychedelic look that I’ve picked as the overall visual theme for Crystal Frontier. The keys are short and while the barrow isn’t expansive, it holds a few puzzle style traps and dungeon furniture that tells a simple story about if the players want to seek it out.


 

It’s available as a PDF here on DriveThru RPG.

I’m currently at work on another of these mini-adventures, though this one is 14 keyed locations and revolves around a dangerous “hunting monster” that stalks the characters as they search the location for treasure. It’s an interesting variation on the dungeon crawl, a style of threat that’s hard to do well but seems like it should offer possibilities -- I’ll see how well I can manage it. “Broken Bastion” should be out next month, also as a $1 PDF on DriveThru.

Maunderings about play style, 5E, and theory follow. They are entirely absent from The Brujia, The Beast and The Barrow.  

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.

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

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...