Showing posts with label Alignment. Show all posts
Showing posts with label Alignment. Show all posts

Sunday, November 23, 2014

How I prepare Maps for The Game (let's call it a Brain-Crawl ...)

Busy weekend, I know. Got the time and energy to get some things written. Maybe it's not very clever to post this stuff so fast, but I never gave up hope that I'll be able to do something on work days ...

With all that recent talk about Hex-Crawls and Point-Crawls, I wanted to share a third variant (a hybrid, maybe) I use in my games: the Brain-Crawl (because maps are in the head, you know). I'm not really calling it that, but it was the first thing to come to mind ... Anyway ... Let me illustrate. I couldn't draw a nice picture to save my life*, so drawing beautiful maps to wow my players was never an option. I'd mostly try and get away with describing things and use maps done by others.

This changed when I started to blog, though. All that jazz about DIY made me think about ways to, well, circumvent my shortcomings and find a useful solution without the need to draw something. I tried to go the hex-crawl route, but for me it's lacking lots of information I'd like to have on a map. It's just not for me anymore (I have an idea where I use hex-fields to generate random regions, but that's for another day ...).

What I've done now (and used already) is still a work in progress, as there are several things I want to add in the future. Anyway, it worked just fine the way it is. Here we go:

I know it ain't pretty, but it is functional and easy to randomize (I used Inkscape for this map)
The color of the frames indicate the alignment (as I see it, anyway) of a certain area (white being the exception, it's just the frame for a landmark). I don't care that much for distances on maps, as you might have noticed. The concept of distances on maps is, in my opinion, ludicrous, as the distance between two points will never be the distance traveled between those points. So I decided to go without them.

Instead I use several landmarks to give the players orientation and  just estimate how big and where the areas are, using the given proportions and position to each other (the only more or less fixed distance I got is the one between settlement A and B, which is roughly an hour travel under normal circumstances). Add weather, altitudes, mode of travelling and type of terrain and the result could be something like: Travel through the Merkwoods north of town (Settlement with A in the center), facing the highest peak of mount Knell (high landmark with the V) until you reach the Sea of Stones (local landmark I). Now you turn north until the forest get really dense. Beware of the fairies there (x3), I've heard they are at no good terms with the barons woodcutters (border between two terrain types) ... And so on.

With the alignments I know how hostile/civilized an area or road is to travel. There is enough room on the sheet to implement small Random Encounter Tables in them (like I did in the lower right) and one thing I want to add are sanctuaries. The rest is more random tables (like several reaction tables ...), a reference sheet with names, the locations marked on the map and this sheet I made about the status of an encounter.

Just a beginning

This is just the tip of the iceberg. A lot more is possible (still thinking about using ability scores to give those areas some character and a big question is how to make this a dynamic and random environment, stuff like that). And I still need to connect this with some of the other ideas I already wrote about (that whole Noircana brainstorm that's still hunting me in my dreams). For now I hope this could give you some ideas how I use maps in my games. If it's any useful is for you to decide.

Next up is a little something I'm working on to create complex random cavern systems on the fly using cards. For the Goblin-Tribe Simulator and whoever dares to use such a thing (but next weekend, earlier is highly unlikely).


* Funny story right there: In school, when we learned reading and writing, I had showed tendencies to be left-handed, but the teacher at the time forbid it because (I kid you not!) she wanted a unified look when her pupils where writing, which was, of course, all right handed. And I never quite got the hang of that ...

Friday, January 31, 2014

Alignment is about Extremes

I'll try and keep this one short (ha!). Alignment was always something very much neglected in our group. It was never really relevant for any decisions in the game and players mostly chose chaotic, because they thought they could do what ever they wanted if they chose that. I believe that's a missed opportunity and it's something I've never blogged about so far (at least not extensively ...). Here are my thoughts. I hope it's not too rambling
 
There is an idea in language theory that assumes two major forces at work for every change that a language goes through: those that try to conserve it and those that actively seek to change it. A third group accepts every change as a natural occurrence. The actual changes are the result of this dynamic and one could go as far as stating that they are necessary to facilitate those changes. 
With those three you see the full spectrum of the three-folded alignment. Chaos seeks change, law protects the status quo and neutrality sees change for what it is.

This rather light interpretations have some strong implications for what alignment could really mean in the game. But let's first try this idea with some concepts we have about alignment.

If you'd actually use alignment languages ...

Take alignment languages for instance. The idea of alignment languages was always an odd bird. Most don't like it and won't use it.

Seeing it like I described above doesn't mean that there are any additional living languages at work here, but that the opinions connected with the alignment are in direct conflict when used in communication. Every possible issue could be argued from an alignment point of view, resulting in imminent disagreement as soon as entities with different alignments talk about it.

An example might be in order.

The good citizens of the city state Thralksis have always tolerated humanoids living in their city. But those humanoids didn't have any rights. Lets say the city quite recently came under new management and has now a very powerful and progressive (which would mean chaotic) leading figure with some new ideas. One of them would grant humanoids living in the city full citizenship. You'll generally have three possible opinions. Those that will cling to "what has always been", those that welcome the change and those that say a change like this needs to be considered carefully, but is not without merit.

Which could translate into something like:

Chaotic parties will go for a complete new interpretation of that law with huge implications, like, for instance, allowing humanoids seats in the city council or leading positions in the military, etc..

Lawful parties will try to protect their idea of what the original law means, with the new law mirroring that. They'll most likely propose something like humanoids have to live in the city for at least three generation to vote (if at all) or maybe that those humanoids need to be married to a citizen. Stuff like that.

Neutral parties will go the middle road, allowing votes, but not full citizenship.

Now, depending on the ratio of alignments present in Thralksis, changes will happen slow or fast. In any case, the following will produce a new law and with that some change. Maybe not what the chaotic citizens had in mind, but more than what the lawful ones tried to do.

Extremists and Revolutionaries?

To summarize

Chaos is actively seeking change.

Neutrality is going with the flow.

Law is actively containing the status quo.

Reality is the result of the struggle between those forces.

This will, interestingly enough, lead to the conclusion that if change happens to fast (that is, "chaos" manages somehow to get through with it's ideas), those still hanging on the old but obsolete ideas will be regarded as extremists, while those actively seeking change in a strictly lawful environment will be considered revolutionaries. Add good and evil to the mix and the 9-folded-alignment is explained.

So far I'm quite happy how all this comes together.

It's true enough in history, but does it work in D&D?

The way I see it, yes. Well, partly. Why are those lizardfolks in the swamps chaotic? Change would mean a better living for them. There is even some precedence in D&D where monster variants that are remnants of lost civilizations are considered to be lawful instead of chaotic (although I can't for the life of me remember where I did read that ...). Animals are neutral most of the time, which also fits the bill.

It could give a new spin to immortals or gods. The chaotic ones are those eager to get more powerful, neutral entities have their niche and are content with it and the lawful ones are the most powerful, constantly defending their status.

So, following this line of thought, one could say that alignment is more like a condition. It might even change, on occasion.

But here is the tricky part. Of course, described like this the three alignments also read like an adventurers CV. The beginning adventurer wants to challenge the world and get rich (chaos). With enough money and experience, he'll settle down and take care of his own land (neutrality) until he is powerful enough to protect not only his realm, but will have the obligation to protect a lot more than that, maybe even spreading the culture by occupying other countries (lawful).

Problem is, a character gets only one alignment. here are the huge implications I was talking about earlier. Changing this according to ideas worded above would mean slaughtering one of the holy cows of D&D. Alignments would never be the same. At least in my game.

The next problem is how it could be done.

Two different proposals are in order ...

1. Plain and simple: change it. Beginning characters are always chaotic, will become neutral with name level and lawful when achieving level 18. Elves are always chaotic, dwarves and halflings always neutral and become lawful when reaching name level. Alignments might decline back to a lower status if circumstances indicate it (lawful king Gregnarz looses his kingdom but manages to survive and now leads the resistance as Gregnarz the Chaotic, etc.).

Monster alignments stay as written, but might be subject to change by the above mentioned reasons (cultivate some goblins and they will become neutral and maybe with time even lawful, defending the Shire and all that jazz).

With gods alignment also shows a hierarchy, with chaotic being the lowest and lawful being the highest (this pretty much explains what could motivate a god deep down ...).

A cleric won't loose his powers if his alignment changes (I believe it's much more plausible that churches have the same internal dynamic as described for politics above).

2. I always wanted to steal that idea in Runequest where they give characters a cultural background (2e, I believe). This is my chance. In this version characters are free to choose an alignment (or determine it randomly), but to explain the attitudes associated with the different alignments, different alignments also mean a different cultural background. Like this:

Chaotic - Barbaric (as in striving for a "better" place)

Neutral - Nomadic (as in going with the flow)

Lawful - Civilized (as in preserving and spreading a culture)

"Barbaric" doesn't only mean Conan and his friends, it could just mean a bad social background or fugitives. With "Nomadic" I had the American Indians in mind, but it could just as well work with immigrants that try to integrate. Nothing else changes.


Bonus (1.+2.): Number 2 might work well with number 1 as a random result during character generation, with a high emphasis on chaotic as a result. Like this:

Random Alignment Table (1d12):

1-9   Chaotic (Barbaric)

10-11 Neutral (Nomadic)

12   Lawful (Civilized)

Those are my thoughts so far. I wanted to close with a funny picture illustrating the alignments somehow, but that turned out to be a lot harder than I thought. Most of the google results were not thought through, the rest were not that funny and all of them go with the 9-folded version. Anyway, in the end I decided to go with this one:

Still: Best. Show. Ever! [source]