Showing posts with label Random Encounters. Show all posts
Showing posts with label Random Encounters. Show all posts

Thursday, October 28, 2021

In Defense of Randomized Content in RPGs (with bonus 1d20 Random Table for megadungeons)

Just tropping by to leave a little something here on the blog. It's been a busy month, and November will be just as busy (for relevant reasons yet to be disclosed to you, gentle reader). So here's a little something I did for a project that didn't make the cut ... Incidentally it also connects nicely with the last post and further explores my thinking in that regard. The Random Table in the end is just icing.

True randomness, you say?

Many gamers believe that the use of random tables in role-playing games is an old school staple and has no place in newer designs. Let me try and change your mind on this.

First of all: the use of random tables, for instance, to create some encounters or an encounter reaction, is not necessarily as ‘random’ as one would define the word. Let’s see a definition. ‘Randomness’ is, according to the main definition offered by the Oxford Language Dictionary:

‘The quality or state of lacking a pattern or principle of organization; unpredictability.’

Most rpg random tables are a collection of terms (or mechanics) that are considered compatible with the purpose of the random table and therefore will produce results that are within an expected spectrum or range. It’s when random tables start to work in conjunction and use more abstract terms that you’ll get results that are a bit more unpredictable.

So what I’m saying is that a one column table with 20 or even 100 entries doesn’t really qualify as something that produces random results. It’s a start, but not where the true potential lies. Or its reason …

Gimme Danger (the narrative whispered)

Gamemasters have to describe versatile environments and how all of that interacts with the players and the game. Improvising all of that is never advised. A good game will do some of the heavy lifting and some notes and maps along with some moderate documentation will be enough to keep a campaign running, if the improvisation it needs to bring the game to life and connect all the dots is actually up to the task.

Just make it work, right? [source]
So improvisation is where it’s at. The flow of the game, the interface between players, rules and narrative across time. It’s a crucial junction and delivering or not decides between everyone having a good time and destroying the Suspension of Disbelief. It takes tact and rhythm, an idea how the narrative’s past and its future could connect and everything in between. If you are a gifted (or experienced) storyteller, you can get away with a lot before there is any danger of being repetitive or running the narrative into the ground. If not, this is where you’ll struggle, even if the rest works.

Ultimately, we all have our ways and tastes and styles. We are subjective individuals and it’s only human to prefer certain outcomes or stories. However, it makes us lose sight of the possibilities. This is where Random Tables figure into the equation. This is where they shine, because random tables are in that weird space between rules and improvisation.

The best results make no sense on their own


It’s about unpredictability, just like they say in the definition above. Checking if an encounter is friendly by any chance instead of just assuming that they’ll always look for combat will open up every game. And context will always give you some opportunity to make it part of the story. Why is that slime the group just encountered so shyly engaging and not at all aggressive? That’s a story worth some curiosity.

And you can’t plan for it in a meaningful way. Not without cheating (as in: forcing it on the players). However, if you allow it as an option, the best way to give something unexpected a way of occurring is by making it ‘random’ in a way that contradicts what you are going for just enough to expand the narrative by elements you wouldn’t have thought of on the fly without leaving the realm of possible and expected occurrences.

Now, that's a mouthful. Since I had this next part laying around, doing nothing (as I mentioned in the beginning), I'll end this one with an example, for a change. The premisse with this one is that the characters hang out in a city that is on top (or near) a megadungeon of some sort. The idea is to have a number of incidents that will occur on a regular basis, but vary by circumtsances enough to have them recognized as a general theme. It's abstract enough to be that and should easily adapt to every fantasy setting.

Behold (and check out the conclusion at the end):

You have a megadungeon under the city, so once a week you will experience (roll 1d20):
  1. … ghosts of adventurers, talking about their past failings.
  2. … strange gasses emanating on random locations.
  3. … underground detonations.
  4. … currency lost all value for now as treasure floods the city.
  5. … weird visitors from another dimension (planescape tourists).
  6. … humanoid tribe occupying a district, seeking asylum and protection from a bigger threat.
  7. … fissures appear, roll additional 1d20 (1 meaning a minor fissure, a 20 toppling houses).
  8. … mobilisation of an adventurer guild for a (1d3) rescue/retaliation/reinforcement mission.
  9. … parade of high level heroes coming back from a dungeon deep-dive.
  10. … a water body (toss coin) in or close to the city drops significantly with lots of gurgling.
  11. … random magic wildfire (1d3: no magic possible/weird side effects/triple effects).
  12. … monster meat is back on the menu! Butchers sell cuts of rare beasts.
  13. … city watch enforces an immediate evacuation of a district, no reasons given.
  14. … magic items show weird but harmless glitches (1d3: sparks/talks nonsense/vibrates).
  15. … underground fight with (random encounter) is carried out to the surface (1d3: neighbourhood joins in/turns into a wild chase/ends up being a slaughter).
  16. … rich and drunk adventurers partying too hard, being annoying.
  17. … exotic funeral, financed by an adventure guild, paid bards constantly sing praise of a dead adventurer all over the place.
  18. … drama between two famous adventurers is the buzz of the town. Bets are taken.
  19. … city prepares for an invasion from below (1 in 6 chance small army (1d100% of the population) of 1d6 combined Random Encounters will make the attempt).
  20. … that the psychosphere in your corner of town shifts to an extreme for a short time (1d3: ecstatic/aggressive/depressed).

Conclusion

Our understanding of what 'random' means in role-playing games, is pretty basic at best, so it should be safe to say that games in general benefit from what they add to a game. Since they mostly stay within the narrative scope of what a given game might allow (and considering misfires are easily navigated, I might add), there are actually no good arguments against using random tables. Not that I can see, anyway (and I've thought a bit about it, too).

As a matter of fact, random tables help game designers in helping gamemasters in bringing their vision to life, and that's just as important. Role-playing games are about telling stories, and in the end it is all about the impulses a game offers to make it what it intents to be. Specific words, ideas or inspirations are all easily enough transported into the game through random tables, and easily enough implemented, since they are part of playing the game and not just an info dump somewhere in the rule book.

What do you guys think? Do you see any reasons to not have random tables as a standard tool in every game? 

 

Good boy ... [source]

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If you are interested in a completely realized game heavily utilizing random tables of all sorts, you can check out a free preview of Ø2\\'3|| (that rpg I published) right here (or go and check out the first reviews here). We will definitely do a sale in November. Stay tuned for that ...

If you already checked it out, please know that I appreciate you :) It'll certainly help to keep the lights on here!

Just look at that beauty ...

 

Tuesday, April 30, 2019

Wigurd's Tragic Fall (LSotN Play Report, updated)

Third post in April. BAMMM! There is a twist in the rules for Lost Songs of the Nibelungs where characters, true to the classic inspiration, can meet "an end far worse than death" instead of dying. It's when the norns get really nasty and the dice betray a character in a way most DMs would shy away from. I know there's folks out there eager to get an idea how Lost Songs plays out at the table. Here's an exemplary play report of our last session to give you all an idea where the game's at. This is a session in which all the boxes got ticked ...

The campaign so far

I'll keep this short, but you should know a bit of what had happened so far to see how it all ties together. Lost Songs of the Nibelungs is a game of Dark Fantasy in a time right after the decline of the Roman Empire. The setting had been established some time ago. However, time has past since that last foray and this is a new start (different set of play-tests, different things to test, all that jazz).

It is idyllic like that [source]
This (for now) is the tale of Wigurd the Entertainer and Sylis "Beastsmell", two young men eager to become full members of their tribe with the coming easter festival. However, the gods play their first evil trick at them when the tribe's holy man announces that there are bad omens if the two of them were to stay with the tribe the coming winter. 

The chief decides with a heavy heart that they have to be sent away. However, not without support and as the tribe held council about the issue, a traveling merchant visiting the tribe for business offers a quest for the young men: he owns a cottage in the woods, a couple of days north, just behind the holy mountain. A place used for charcoal burning. Some evil befell it and the family living there had to flee because of it. If our two young boys were able to free the place of said evil, they could use the cottage to stay the winter.

The chief and the holy man liked the idea and add that if they succeed to prove their meddle, they could return to the tribe as men. Wigurd the Entertainer held a great speech that day, convincing the tribe to support them even more by throwing in some horses and equipment.

They left the tribe the next day. A nice day in September to travel an old Roman road leading North. They started their journey in good spirits as well as accompanied by good omens. And their luck held up, although it really got tested: they escaped ghosts luring them into doom (twice), got beaten half to death while attempting to revenge a killed cousin, but got rescued and cleared of any charge held against them for the murder they did.

Then, their quest got taken away from them as a political decision from another tribe up North, but not without acknowledging the importance it had for the travelers and a promise of reparation after they had healed their wounds. Time passes and they proof capable guests to their new hosts up North. Capable enough to get a new chance to gain a safe haven for the coming winter and proof themselves as adult members of their tribe. The village elder that hosts them welcomed two mysterious hunters that brought not only an opportunity for our heroes to stay as honored guests, the elder would also provide witnesses of their deeds to their tribe if they decided to help and succeeded.

Two mysterious hunters arrive. [source]
So a deal was made. A couple of slaves had fled their master and were crafty enough to avoid their hunters so far, even came as far as seeking shelter down south. Unfortunately, with some of the character's clansmen, so the whole thing ended up having a political dimension and they couldn't just force it, fearing it would ruffle some feathers. In come the characters: if they can extract the slaves for the village elder and his mysterious visitors, they'd have earned their stay and their witness.

It was October by then, the first snow had fallen early this year, but it wasn't winter just yet. All the Omens had been good, so they took the offer and after a small feast in their honor they saddled their horses to travel south again.

A long and arduous road

They weren't lucky that first day, or rather lucky enough to stay alive, but not lucky enough to stay unscathed. Before they reached shelter, they ended up in snow storm. Wigurd managed to reach the homestead they'd been told to look for, but Sylis got disoriented in the snow storm and was left behind. Wigurd realized only then that he's lost his friend and headed straight back into the storm, hero that he was. Nearly died with the attempt, too, and had to head back empty handed fearing he'd die of exposure himself.

Both survived the night as their dice turned lucky in the end, but a heavy toll was payed and they really didn't have the time to heal it all at once. They'd already seen ill omens for their next encounter and were wary of it. They had a couple of days to heal, but then misfortune hit the family that gave them shelter: their son had been kidnapped by goblins.

Snow and the Holy Mountain in the distance [source]
The bad omens they'd received hanging heavily on them, they nonetheless agreed without hesitation to accompany a rescue party composed of the father, the oldest son and a couple of neighbors. The goblins met them in a fair fight and had been overcome easily, saving the lost child in the process. The father and the oldest son, however, did not survive the encounter.

It was with a heavy heart and two corpses that they came back to the homestead. Funeral preparations were in order and the characters were asked to watch over the dead bodies barred on pyres stacked on a holy hill until the Valkyires got hold of them. So they stood guard with their backs to the corpses and were warned to under no circumstances turn around during their watch.

The cold and the luring temptation to turn around to the melodious voices behind them offering them peace took its toll as well, but they weathered that and lived the night to see the procession come up the hill with the dawning sun to burn the pyres as the sunlight touched them.

They dared not taking more than another night's rest before traveling onward, injured or not. After all, they only had time until the next full moon to solve their quest.

Their first day travel after leaving the homestead went almost without problems. The weather had been nice for a change and they made good progress. It was the gods smiling on them that they realized that someone was following them. From what they could glean, it was another group of goblins circling in on their position. They made a run for it and got away clean, but it was a close call.

When deciding whether to push forward or seek secure shelter, they opted for the second and found a nice little spot with a good view over the white forest below them and only two points of entry. The weather was on their side again that night, as snowfall set in so heavy, they got isolated by a wall of rustling snowflakes illuminated in the warm orange of their fire. They kept watch, but it ended up being a quiet night without incident.

The next day started nice again, good traveling weather and they had hopes to reach their clan territory that day. However, their route took them around their holy mountain and bad weather was bound to get caught on the snowy peaks, as the dice would tell me later. It was around midday that they become aware of a storm brewing up north and closing in. Losing another day wouldn't do them any good and they were pretty sure that their followers from yesterday were still around, so they decided to push their luck and their horses to keep ahead of the storm.

Another snow storm ... [source]
It ended up being another close call. Sylis - again - just wasn't fast enough and they got caught in the outliers of the storm. They even saw the silhouettes of their hunters close by, but they managed to pull through, with the goblins left behind in the storm.

Which is where we left it before that last session.

Wigurd's Tragic Fall

They got away from the storm and managed to make some way as well, although their horses definitely felt that one. Anyway, they knew of a nearby homestead and made it there just before the sun had vanished behind the snow-covered firs. At that point they hadn't been sure if they should play it straight and make themselves known or if they kept it incognito.

They knew some of the residents from fairs and Things and such, this already being border territory to their tribe's land, and Wigurd was a famous entertainer within the tribe. A true natural and a real wunderkind, so it stood to reason that someone would at least recognize him. That, and their exile from the tribe was quite the story, sure to be known by the locals.

But they didn't get recognized, probably because they'd changed quite a lot since they'd left their home. New clothes, new scars, longer hair, and the farmer was a known drunk, never sober when Wigurd  was to perform, so who was to say why they didn't get recognized ... Either way, they decided to keep it that way.

It was only when Wigurd sat down with the farmer and offered his name, that they learned why they didn't get recognized immediately: the farmer tells them that his name is good fortune, as they only recently had another guest going by this name, and a famous entertainer at that. They shared a roof for a couple of days and it was something the farmer remembered fondly, so he took it as a good sign that another Wigurd came to visit so shortly after.

However, the revelation shook Wigurd to the core as the dice betrayed him for the first time that session. Not quite a botch, but he had already received severe permanent damage when he had tried to rescue Sylis in that snow storm a week ago and he had rolled bad enough to get to a point where any further damage would result in his demise.

Not right then and there, though. They kept to themselves after that and made it an early night, telling their hosts that their journey here had been quite strenuous. Early next morning they bid their farewell and were on the road again. They knew this area already and if they made good way, they could reach their home town the next day. The story of the imposter had been troubling, though, and they mused about making a detour to hunt the fucker and that troupe down who so shamelessly made a living from their renown.

At least they'd inquire at their next stop, a family of devote Christians living a somewhat isolated life out here. If that would turn up anything, they'd follow up on it, or so they planned.

And while they were heading further south, following an old Roman road leading from the abandoned mines in the mountains now to their left, a weary wanderer crossed their path. An old man, with a staff and a beard and lots of little pouches on his belt. They stop for a chat.

I described him to look like Moondog [source]
He introduced himself as a wandering scholar, fallen into disgrace among his fellow disciples for a wrong-doing long past. He was well versed in the art of herbalism, among other, more mystical arts. Or so he told them. However, now he wandered from homestead to homestead, soothing sick cows.

He was reading the bones this morning and deduced from them that he'd meet some friendly travelers down this road that might be able to help him with his troubles. Something that might help him repairing his reputation.

It was just a short little thing, wouldn't bother them at all.

A side-quest! they thought, and asked for details. There was a legend in this region, he told them, about a man made of stone with a magical crystal in his chest animating his evil deeds. It took a circle of holy women to bind the stoneman into an earthen prison, stopping him from terrorizing the area. As the old man traveled from farm to farm, he had pieced the whole story together and even found out where that grave is.

However, the place is protected by wind and earth magic and his old body wasn't able to overcome the resistance. A task the heroes young bodies should be easily able to withstand, on the other hand. Now, if they where to enter the place and retrieve the magical crystal, they'd be well compensated for it. The place was a little down the hill, hidden in a depression just out of sight.

They agreed to the short detour and left the road toward the magical place, not questioning the old man any further. It really wasn't far away. The entrance to the enclosed hollow was marked by two small obelisks that showed traces of strange runes. The old man explained that those are magical runes, binding earth and wind to the place. Then he sat down and told them that this is as far as he dared to go.

Wigurd, on the other hand, stepped forward without hesitation. A strong unnatural wind rose from the hollow and twisted his mantle, but he prevailed and pushed forward. Sylis tried to follow, but the dice decided that the magic was too strong for him. The character had been struggling with his sanity ever since he had fallen for the seduction of a ghost only to be confronted with her mummified corpse early in the campaign. He decided that this was not for him and backed away.

Wigurd, however, was already approaching the obelisks, but stopped as he saw movement below the snow covering the path down the hollow. A strange creature made from roots lifted itself from the path and warned him that if he wanted to enter this place, he had to overcome it.

Something like this, really [source]
They engaged in melee and it looked for some time as if Wigurd might be able to overwhelm the beast. However, he fought alone and fate can be fickle in situations like this. He had dealt the creature a fatal blow, but it withstood the damage and kept fighting.

The battle really was on a blades edge, as Wigurd's Wyrd was still hurt pretty badly. There were no favors to be expected from the gods. If not his wounds would kill him, he might meet a fate worse than death. He was just one roll of the dice away from that ending ... and he failed it. He had nothing to defend against a quite effective attack by the guardian.

But it wasn't his wounds that ended him. You might remember me mentioning this in the beginning: there is a rule in Lost Songs of the Nibelungs, a homage, really, to the classic tale of Siegfried's betrayal, by which damage that would end up being permanent will be channeled into Wyrd instead (another attribute). Ideally, this means a character will avoid harm while at the same time risking to offend the gods. However, if a character ends up receiving enough damage to reduce his Wyrd permanently to zero, he'd be finished all the same. Just differently.

So there he was, deadly wounded yet still alive. With his Wyrd already severely hurt, the damage he received from that last blow goes straight through the remaining points and beyond. There's no way out and the table realizes: this is final.

As Wigurd falls to his knees, the creature moves forward to engulf him, whispering in a voice only he can hear about how the gods abandoned him and what eternal torture awaits him when the meat rots from his bones. Although fallen in combat, he will never see Valhalla. The terror overwhelming him makes him going down screaming until the earth swallowed him whole.

And that was the tragic end of Wigurd the Entertainer. His soul will never find rest.
[source]
ADDENDUM: We began our next session with Sylis seeing his friend die as described above. The screams, the horror of it ... it had to force some dice rolling to see if the character is affected. This was a delicate situation, as the character struggled to keep it together already. One bad roll and he'd be gone as well. I offered him two chances to get out of this: a Stress save to see if he could just shrug it now to digest it later and if that failed, if he was to confront this face on, he'd get one last save to keep his fragile Sanity intact.

It was intense. My girlfriend stopped working on her master thesis to witness the potential end of a campaign.

The first save was difficult. Sylis' Stress value was 8, target was 25, the roll came up with an 11 ... a miss. Nothing tragic and it was a difficult roll. Now all depended on that last roll. A genuine Save or Die moment. The group discussed how to proceed, if a dice cup was to be used and which die to use. Players are a superstitious lot. They decided to use the dice cup, something the player hadn't done for the entirety of the campaign.

That second save was a Sanity value of 12 with a -3 from the damage he had received facing the magic protecting the hollow. Target was a 20. He had a good chance pulling that one off. He shook the cup, everyone was looking in anticipation when the die hit the table, still hidden by the leathery shaker. He lifted it and revealed ... a 1!!! I kid you not. A roll as crucial as it gets and it turns up the worst possible result.

Damn, we play for moments like this, don't we?

Witnessing the horrifying death of his best friend was too much for poor Sylis' mind. He went insane right there on the spot. He rushed forward and tried to claw his way to his friend until his fingers ended up torn bloody. He was denied. After hours of howling, clawing and hysterical laughter, he vanished into the forest ...

Aftermath: this had dire consequences for the tribe. Winter came and both characters where within clan territory, so the bad omens had to come true. An avalanche destroyed most of the village built at the bottom of the mountain, killing almost all denizens and all of the tribes winter stock. The remaining tribesmen and -women had to seek shelter with their neighbors. Many more died. With the end of winter, the tribe was no more.

The End

Analysis

There weren't many compromises possible after those last rolls. Nothing short of deciding against doing the damage or ignoring those last saves, all of which would have rung false, I think. However, that's the game we play and although it was a great campaign with a nicely developing narrative gathering around the characters, it's also a memorable end, underlining the hard truth that we might not end up realizing our full potential. That's a good end to have and true to the Dark Fantasy aspect of the game.

I'm really, completely content with that part of the rules right now. The stories we are able to weave out of the interplay between the sandbox, the narrative generator and the system-feedback from the character's interaction with their surroundings, have a nice epic and magical tone to them without even trying that hard and although it's all random.

Nothing of this had been prepared or planned, it all happened organically from what the game provided and our interaction with that. I hope some of it shines through in my retelling of the parts above. So much more had happened.

What I need to implement with more rigor, though, is the more detailed weather rules I wrote for the game, but actually neglected using, which actually led to characters experiencing two snow storms in short order. I mean, that is why we are play-testing the game and it wasn't that far fetched, but weather carries lots of meaning in the game and should be taken more seriously. It is, after all, nuance that gives a narrative depth. Seasons and Magic need to be done, too.

We had only 3 fights over the course of 12 sessions, yet the game never lacked tension. I'm not sure how much of an audience Lost Songs of the Nibelungs will be able to gather once I get it out there, but I can say in confidence that it'll offer an unique experience to those who'll give it a shot. It's approach is not so much cinematic as it is literary, it's more about immersion and exploration of the human condition as it is about make-believe. It's also as intense, complex and challenging as it is rewarding.

Well, there's still some ways to go before I can call it done. But I'm getting there, ever so slowly. Thanks for reading.

[source]

Saturday, May 27, 2017

A Dungeon Faction Generator - The Immersed DM 01

What is this madness? Another post this month?! Yeah, that kind of happened. It actually wrote itself after those posts the other day about how rpgs are media and how the DM, too, should get a chance to immerse himself in a scenario before he, in turn, generates an immersive experience for his players. This is an example of that. And you can use it without the theory to stock your dungeons, too. Have at it ...

About putting the cart before the horse

The biggest beef I have with Monster Manuals is that they (usually) just create individual entities without a real sense of what their impact is in a gaming world. In other words, I don't care that much about how many attacks a dragon might have or what his breath attack looks like and way more about what a dragon steak would taste like and what a cook would demand for a delicacy like that. Or the cultural impact of having cheap slaves available, with all those weak ass demi-humans. Or how magic is a lot like toxic waste and what impact magic would have on a society in general (the usual suspects: industrialization, & war). The list goes on.

My thinking is that there is the established way of taking a random dungeon and filling it with the monsters you like or want to test or think fitting. Everything else usually comes as an after-thought. This is true to a degree where monsters become staples. There is a widely shared understanding what a goblin could be, in terms of stats, at least, and that understanding, then, (in)forms the playing experience.

I'm not against the meta-gaming part of the game. On the contrary, I think it's crucial for player skill to know the parameters that make a game tick. But if it's the only information the game runs on, it means missing out on the great opportunity to elevate the game from a tactical meta-gaming level to an engaging narrative. In other words: it's the difference between "Hey, it's just a couple of low level goblins, not even worth the xp, but let's get rid of them ..." and "Woah, their colors mean they are of the Stinky Feet clan, they are famous for their mean Blutschnaps, let's see if they know something about the strange orcs we encountered earlier ...".

Not saying it doesn't work, but ... [source]
I'm exaggerating. A bit. Or in as far as both variants are bound to happen in role playing games and a DM can emphasize either to taste. If he has the control, that is. The amount of control, now, is connected to the the information policy at the table. The DM shares information, the players decode it and give feedback with their actions which generates feedback from the DM and so on.

A prepared DM will usually bring some color to encounters. But as soon as we are winging it, like we would with sandbox games or when the players do something unexpected or we actually aren't prepared, well, as soon as we have to improvise and start to construct an encounter going by a monster entry or by a random encounter, we are bound to put the cart before the horse.

Immersion is ...

Immersion is when the brain connects the information it gets in a meaningful way, flow is when that happens over and over again. So it's a succession of events, if you will. You get input, interpret it and produce a result. There are also hierarchies that make it easy to stack information. When used in a role playing game, those hierarchies are connected to what is happening at that specific moment in the game.
Information hierarchy is important ... [source]
I think one of the biggest challenges in encounter and monster design is that it mostly happens without those specific connectors in mind. One of the biggest mistakes is when that connection is ignored, though. Now, in my opinion, good encounters don't start with a monster, but with how it manifests at the table. There isn't a DM with a brain out there who isn't aware of the great tool that is obscurity. Players engage and get immersed when informations are revealed layer by layer (again, hierarchy of information ... piecing something together isn't that different). It's how you produce tension, too.

This being about connectors between a specific scene in some established frame of sorts (campaign area, story arc, established threats, mood at the table and so on), it's worth asking which input will help a DM effectively to produce results in a manner (=hierarchy) that is directly useful in that situation.

In short: the DM needs to be immersed himself to conclude a complete impression of the potential the situation at hand has before he can communicate it to the players in a meaningful way.

Example: Dungeon Factions

The procedure I'm about to present is mainly meant for the preparation of a dungeon setting. But once that is done, it also can be used as described above. And the principles used for that generation process are the same: they are meant to immerse the DM when filling his dungeon. Here is it:

Open in new tab for more detail ...

So the idea is, you take a random empty dungeon you want to stock. With huge dungeon complexes, I'd go from level to level. Make yourself familiar with the area you populate. Now you roll 6d6 (or you change the die-range if you want to put an emphasize on certain results ...) and read the results A to F from left to right.

Example A (4, 6, 1, 5, 4, 6): Some greedy humanoids with an overwhelming attitude that want to expand, are newcomers to the area and are the main theme right now in the dungeon. So this dungeon (or dungeon level) could be hosting an army of Hobgoblins getting ready for war!

You repeat this first step until F turns up to be a 6 (happened here with the first roll). This is your main theme for the dungeon (or dungeon level). You keep generating factions like that until F turns up being a 4 or higher. Your dungeon (or dungeon level) is stocked now.

Example B (2, 5, 4, 3, 2, 1): Some strong magical beasts are in here to protect themselves, they'd rather use scare tactics, have been in this ruin for a long time and live in between spaces ... Maybe some sort of magical experiment that has gone wrong as this place fell to ruin. I'll settle for intelligent displacer rats. Rat infested catacombs with Hobgoblin military camps, so far.

Example C (1, 2, 4, 3, 4, 4): Some cautious natural beasts, also having self-preservation as the main motive and use scare tactics, are also new to the dungeon, but established a small presence in one part of the dungeon (or dungeon level). Giant spider would be the classic here. They'd control an area with their scary webs and catch only what they need (self-preservation).

Your results will tell you a story about the factions, why they are there, what motivates them, how strong they are and how many of them there are. Even if there are conflicts between factions. It'll resonate differently from dungeon to dungeon, even from DM to DM. But that's the point.

Once you have a result, you'll be able to come up with a monster/encounter that fits the description. In the examples above it has always groups of them, but individuals are possible, too. Some weak and weird human, living between spaces, could be anything from a crazy and left behind wizard hiding in the passages of the dungeon to a weird cult processing through the halls, singing and dancing. If it fits the description, it'll find a way into the dungeon.

Using this as a Random Encounter Table?

And here we go full circle. You could use all this as a Random Encounter Table of sorts. As I said above, it's all about how an encounter manifests. Assuming that a DM already has a vague sense of the place the characters are exploring, he should be able to apply the results above in a way that has an immediate value in the situation by answering the questions what the result could be and what kind of signs it would leave behind.

If we now take, for instance, Example A and use it in a totally different context. Say, this comes up while the characters are in a human controlled metropolis. A overwhelming and expanding humanoid faction could mean some sort of humanoid crime-syndicate spreading in the shadows. Encountering something like that could be anything from a robbing, because the characters are in a dark corner of the city at night or maybe some strange signs on the wall or meeting one of the victims ... as you see fit.
All a matter of perspective. [source]
Rather than being specific it lets the specific arise as a narrative from whatever is at hand, while being entirely random at the same time. It's also immersive and that will, hopefully, help a DM getting an understanding of the place, which I deem far more important than knowing how much hp one hobgoblin might have.

That being said ...

Of course you'll have some of the same results with just using your good old and true Random Encounter Table and monster entries. I also think that the ideas and concepts at work here are nothing new but more likely something every DM uses on way or another. Doesn't even matter if they are aware of it or not. It's just something we do when we DM: we take what is there and make it sing.

What I'm trying to show here, though, is that there might be other ways of producing content, be it for preparing the game or when we are winging it at the table. Some of those ways are about how we actually experience books or movies or other kinds of media by generating content from something vague. The specific makes us lazy, while the vague activates us and lets us explore the possibilities.

Alright, I'll leave it at that. I hope you guys find the Dungeon Faction Generator useful and take something away from my ramblings here. We are just scratching the surface of the possibilities our hobby offers and how much there still is to explore regarding module design or rules, to name but two examples. It's part of the fun, right :)

Please feel free to add your thoughts, impressions or comments about this ...
If this somehow resonated with you and you want to see my take on it in something bigger than the Dungeon Factions Generator, you should take a look at the module I published the other day: Monkey Business (and thanks for the support if you've already done so!).
Bonus Picture!

[horse]


Monday, November 2, 2015

Rules Cyclopedia Oddities Part 3

Been a while since I've done one of those and yet, it's a series I very often think about continuing. Well, there I was, looking for something entirely different, when I stumbled across one of those oddities I couldn't ignore ... So here's a little one about another Rules Cyclopedia Oddity!

I don't need to tell you all that the RC is huge, at times confusing huge, even. It's easy enough to navigate most of the time, but structure had never been it's greatest strength. So it's not that surprising to find some missing links between, say, monster entries and encounter tables (like rolling up a monster with one to find out there isn't an entry for it in another or at least not in the index). Stuff like that happens and given the nature of the project (coming around after the release of AD&D 1e and all that) it's a little miracle that it turned out as good as it actually did.

D&D Rules Cyclopedia, p. 155
Reflecting now about this, I think it's exactly those short comings that make it such a pleasure to read and re-read. It's those little oddities that make you stop and think about its contents and a good example for such a thing is this here entry on the right. It can be found in chapter 14: Monsters and is the last thing before they start with the monster entries.

The funny thing is that it's not a mistake. One would think that those tables belong into Chapter 7: Encounters (my first thought, at least), but no, those tables belong to the passage right before that, titled Humanoid (Giant Humanoid, Demihuman, Human) which closes with how complex human NPC characters are and what a DM can do about it (hence the tables as inspiration).

There is so much wrong with it that it's worth mentioning as an oddity. For one, it assumes that most (or even all!) human NPCs the characters encounter are one class or another. It's contrary to almost every other encounter entry in the book.

Or is it? One could argue that even a pirate or an alchemist could have some of the basic classes, right? The rest is tapestry ... Anyway, Human is not a Monster but a Monster Type. To make things even more suspicious, there are Monsters like the Headsman/Thug (RC, p. 184) which work like classes of their own right!*

I'll also mention the rather dubious alignment spread on that table: not one third each alignment, as one would expect, but in favor of lawful alignments! That's worth a debate I'm not ready for quite yet. The implications for a gaming world are .. interesting, to say the least. Let's not go into the missing random determination of the NPCs level.

That's just a cruel way to let a DM hanging in mid-air ...

So it's at least debatable if that first table has a right a exist as it does before one even could discuss if it belongs where it is in the book ... Which is a non-issue (in my opinion), since this really belongs into Chapter 7 with all the other Encounter Tables, Monster Reaction Tables and so on.

Same goes for the other table below that. The question is not only why it is there, but why the f*ck does it even exist, right? I mean, as far as I'm aware it's the only time in the whole book where things get as specific and finale as they do here: 8 (!) reasons for NPCs to appear. That's not much, but easy enough expanded on. It's not even the problem. There are some nice ideas here. Nothing special, but a nice table to have handy nonetheless ... 

And yet, it is strange. There's not even a sample dungeon in there (or the tables to build one, for that matter**). But here they go, giving you an incomplete list of specific ideas what that strangely disconnected NPC might do wherever he is encountered. And for those wondering, gender is a non-issue here, too, at least in those tables it is. It's all a bit lacking, really.

So that's my little post about another oddity I found in the Rules Cyclopedia. You are, as always, welcome to discuss it and share your observations and ideas in the comments below (or on g+).

The other oddities can be found here.


* You can count on a future post about that oddity. Just sayin' ...

** Also worth a future post, now that I think about it.

Saturday, January 24, 2015

Part 2 of the Epées & Sorcellerie Play Report (in which a DM is confronted with handling a divided party)

In the past I managed to finish things I started every now and then, but got lost in something else every so often (hence the name of the blog ...) and left loose threats hanging left and right (they still haunt me, be sure of it). One of the things I try to be more thorough about in 2015 is to finish the projects I started (and update the blog more often in the process...). So from now on when I start something with a "Part 1" in the title, I'll do my best and try to follow through.

Anyway, without further ado, here is the second of three posts about me DMing a retro-clone for newbies, fighting comparisons with computer games and improvising a lot while listening to what the dice say. More of the same, but older (I mean Part 1, of course) can be found here.

The strange dynamics of a party split thrice

Hunted by a horde of goblins on wolves, the group happened to split up in three groups: two stayed behind (the wizard and an elf) and hid on a tree, one (the dwarf, for obvious reasons) decided to enter the ruins of what looked like an abandoned chapel, while the rest (3 elves) originally intended to follow the dwarf, but decided to hide in the nearby trees instead (a popular move, obviously, as elves in Epèes & Sorcellerie have the ability to effectively be invisible when hiding in a forest and they didn't trust the graveyard surrounding that chapel ...).

It's a situation most DMs dread and I'm no different. In a worst case scenario you just loose some players to boredom while you concentrate on others, which leads to cross-chatter and a loss of focus on the game in general. It's down hill from there. But I had proclaimed at the beginning of the session that they could do what they want (being all sandbox-ey and stuff), so if splitting up was what they wanted, it's what I had to deal with, too.

The trick to make this work, I was about to find out, was to connect the narrative between the groups, while keeping the individual episodes short and ending every one of them (if possible) with a cliffhanger before going to the next group. Keep it fresh and keep moving, so to say.

Here are my recollections of what went down.

Goblin Reaction Rolls, Odd Odors and Weird Rituals

To put this up front: when I had to decide anything, I'd let the dice do the talking, either with reaction rolls, fifty-fifty chances or I'd just ask the players "High or low?", going with a favorable result if they had it right and so on. So the game was the back and forth between the players deciding what to do and me reacting to that by rolling some appropriate dice and interpreting the results. I try to stay true to that as often as possible.

Now back to what happened. The players had yet to find out how big the band of goblins was that had been hunting them down. The two characters left behind were the first to see, but I made sure that the others realized how this concerned them, too. It turned out to be a huge group of (3d20) 36 goblins with (2d6) 8 wolves.
Fantastic art by Adrian Smith and the mental image I had been
aiming for when describing the encounter [source]

One of the wolves took the scent of the wizard hiding in the tree and stayed behind with 8 goblins tagging along. The rest went on towards the chapel. This was going to be a fight.

Cut to the dwarf entering the chapel. The (random) result of what god had been worshiped here (using Gorgonmilk's* Original Petty Gods pdf) had been (1d100 = 72) [wait for it!] ... Odxit, the Petty God of Unexplained Smells (OPG, p. 93). Of all the things that could have come up, I end up with the petty god of smells!

Couldn't help it, so I did some laughing (something that irritates players no end) and then some fast thinking how to make this happen. The chapel had to be smelly, of course. The air was pretty sticky, there was a strange pool with a doughy bubbling liquid in it and some weird (and mostly broken) benches covered in fur lining up in front of it (not happy with the furred benches, but I had to improvise ...). The dwarf had to decide where to go from there ...

Cut to the three elves in the trees near the chapel. They see the goblins arrive and hesitate. It's obvious that they don't like it here. The wolves get restless fast. A reaction roll decides that the goblins don't enter, but stay and discuss what the should do next.

They also see how the chapel's defenses kick in, as several zombies dug their way out of their graves. To avoid reducing the hiding elves to mere spectators, I tried to provoke them into action from there on ...

Cut back to the wizard and the elf left behind. The goblins take some time but finally find them hanging up that tree and start throwing spears at them. The players find out that the wizard is quite powerful at fighting back. After casting sleep and taking out half of the goblins right then and there, he also happened to put out more damage in ranged combat than the elf with his bow (as per E&S a unlimited supply of magic missiles, doing 1d6+ Int-modifier as damage).

But the goblins at least got a chance to fight back, do some damage and kill a character or two. So after two rounds I ...

... cut back to the dwarf in the smelly chapel. He was loosely aware of the horde in front of the chapel and the zombies coming closer. His first idea was to climb the ruined tower connected to the chapel's nave, but decides it's to risky to climb it since it looks pretty rotten. So it's back into the main room for the dwarf, which gave me an opportunity to ...

... tell the hiding elves what's what. The goblins are restless, but still do nothing else but argue. There are (2d6) 10 zombies heading for the chapel and the cleric is starting to think he might have a chance to turn them ...

... while the fight around that one tree goes on. I keep missing, though, and the goblins fall one after another. Two more rounds off action and I switch ...

... back to the dwarf, who's now aware of the zombies approaching and starts a hasty and thorough search of the main room, starting with that weird pool in the middle of it. He finds a small compartment containing a really  smelly and furry shirt and a small button gong. He also notices the zombies are wearing the same sort of shirt ...

... while the elven cleric is still unsure what to do and the other two really like trees they are hiding in more than the odds down on the ground (one reason being one of them having only 1 hp and the other one not much more with 3 hp, them being level 1 and all that) and I give them time to think about it by ...

... cutting back to the fight. The two adventurers are a far superior force compared to my luck with the dice and those weak goblins. Even the wolf had to die pretty fast in the end. One goblin decided to make a run for it, but was cut down immediately by an elven arrow. Now they could come down from the tree and take care of the sleeping goblins while I ...

... cut back to the dwarf who decided to put on the shirt and survived the horrid smell of the thing (save vs. poison, but he got a +2) without puking his guts out. The zombies enter the chapel, but don't attack the dwarf. Instead they align around the pool and start moving their lips to produce disgusting gurgling noises. As the dwarf realizes that they are singing, he decides to try that gong after they stopped and looked at him (he really liked banging that gong ...) and I ...

... cut back to the hiding elves, where cleric decided it was time for him to get a piece of the action and starts moving to the chapel, all the while avoiding to be seen by the goblins. But before he gets there, I ...

... cut back to the goblin slayers, who decide to leave one of the goblins alive for questioning and kill the rest. They didn't forget about their mission, which I thought was pretty cool. So they question the little bugger a bit and come to the conclusion it'd be best to talk to the goblin shaman about what happens in the area right now. Since it was time to wrap things up on this end, I ...

... cut back the the dwarf, who (according to Odxit's reaction table) managed to get the petty gods friendly attention, as the smell got a questioning aroma [drum roll] and the fumes over the pool somewhat thickened wavered friendly. Now the dwarf had to decide what to do with that and I could go and ...

.. cut back to the cleric moving towards the chapel. He was slow, he was cautious, but he came to that point where he needed to gather the courage to make a run for the entry, because the goblins would have a pretty good chance of seeing him doing so. He hesitated and I ...

... asked the wizard and the elf how they wanted to make this happen. They described how they used rope to tie the creature up and made him lead them to the shaman. I really didn't need the group further away from each other, so ...

... from then on the dwarf got all the attention he needed. He started his own inquiry about their mission and got some vague answers about a close-by dungeon and the story of the wizard that had lived there [meanwhile the cleric opted for running through the door and the other two elves thought it was at least save enough to be a bit closer to the chapel and started to move in that direction].

Wrapping things up

Now, as the cleric comes running through the door, he starts a chain reaction: the goblins see him and get really agitated about it, throwing some spears, etc., the zombies turn in his direction and start moving while the dwarf decides that he had heard enough, gives his thanks to the entity and starts moving towards the door as Odxit literally vanishes in a puff of strong and smelly gas that called for another save vs. poison, but this time from everyone close to the chapel (I called it Odxit's blessing ...).

It knocked out half of the goblins and the two elves and managed to send the rest of the goblins running from that evil place (as per the reaction roll). It didn't affect the dwarf (who considered himself now a missionary of smell sorts), but the cleric botched his save and ended up being pretty stoned and paralyzed.

With the zombies being around and moving towards them, they thought leaving the place to be the best option. So as soon as the other two elves had stopped emptying their bowels, they headed for the forest to find their lost friends (carrying the cleric, since he was really out of it) ...

After that it not only got late, but also weird ...

Long text again. I really need to come to an end for now. Especially since the hard part for me was yet to come, as it had been already late at the time but the game would went on for another two hours (at least) and I was about to maneuver myself in a position where I had to improvise a complex riddle and a strange natural cave.

But that's for another day.


*That's not entirely correct and a bit more complicated than that, but I doubt that OPG would have happened without Gorgonmilk reviving the the thing to begin with and the others get enough credit on page 4 of the pdf ... A link down this particular rabbit hole is here.

Sunday, May 26, 2013

Monster Territories (Proof of Concept)

How much space does a monster need to live from it's surroundings? What use is in knowing? I guess that depends on a DM's approach to the game. You might have a number of hexes with some features and a Random Encounter Table and that's all you need to know. And that's totally fine. What I need for an encounter to make it work, though, is enough subtext to avoid arbitrary decisions. Ideally, encountering something produces a believable background to explain it in the context. Or, to put it less abstract, if you encounter a dire bear, it's behaviour depends strongly on it's individual situation at that moment. The season, is it hungry or in it's territory, does it struggle with other predators in the area, etc.. If the encounter happens because of a Random Encounter roll, I'd be bound to forget taking those things into account. So in order to make it a deeper experience for my players, I need a different way of establishing encounters, without slowing down the process.

Something's in the area...

It still starts with the chance to encounter something. But as soon, as an encounter occurs, it does not mean the players stumble upon it. It just means the players get the chance to realize something is around. This kicks of a scenario and every additional roll should specify it further. An example:
  • The group travels in a forest. The dice indicate a dire bear near them.
  • Next I'd roll on the Random Encounter Status Table (download is here) to see what the bear is up to and if he is aware of the group.
  • For the players I'd describe the area now, giving some hints what might be around. If the bear is in his territory, they might find some markings on a tree or something like that. If not, it could be some distant noises or a flock of surprised birds.
  • If the bear is aware of them, he might engage them or avoid them depending on the result of the Status Table. 
  • If he's not aware of them, Id go and use this idea to get some indications how possible it is to get noticed from that point on.
  • If the goup travels cautious, they might be able to avoid the encounter entirely.
  • If they gather informations, they might find out that the bear is around. A ranger (or someone with some knowledge about animals) might even find out what the bear is up to.
  • And finally, if the groups meets the bear, I'd use this concept to describe the scene and go from there.

With all that I'm able to simulate the players surroundings almost without arbitrary decisions, giving the travel experience some depth in the process. But there is still something missing. Not necessarily for the players, but as a DM I'd like to have some consistency in an area. Like, for example, what happens to the areas power structure if the players decide the hide of that bear would make a nice trophy or is worth enough money to attack the bear. For that, the informations at hand could use some further exploration.

The bear is not alone, is he?

Every Random Encounter Table shows what lives in an area. But I'd go beyond that and assume that a Random Encounter Table states what coexists or even struggles for dominance in an area. This is mainly interesting, because it leaves more traces for the players to discover or informations to gather before they travel somewhere. Even if they are out to search a specific location, those territorial struggles/specifics might give indications if they are on the right track (so they could find out that some ruins are near a dire bears hunting grounds, for example).

A DM could invent those connections on the fly, but I'd like to see if it is possible to generate this kind of consistent content as random as possible without producing to many subsystems and just by interpreting the available data (that is: monster stats and area description).

It would help to have some numbers for the size of a monsters territory, I guess. Let's see:

HD indicate size of territory (this is a test...)

An easy solution (propably) to achieve this would be to correlate the size of the territory to a creatures HD, modifying it by size, speed, season and area. I'd propose something like this:

Maybe too much?
Again, those are just pregame assumptions to estimate the influence a creature or a group of creatures might have on an area. Let's take the Dire Bear in the example. It's a 12 HD large quadruped, so he'd consider a 9.000 m radius around his home base as his territory. This means his territory is round about 254.5 square kilometers, which equals the size of Honolulu* and that sounds about right for such a big creature.

I'd go and say the numbers indicate a maximum (if you'd want to go the extra mile, the actual size of a territory in a given season is 1d80+20 %). Just check out this study about tracked movement and territories of grizzly bears to see what I'm aiming for.

I need to give this a test drive. It sure got a bit more complex than I was aiming for. But it should be interesting to see what a (more or less) realistic approach like this would mean for a setting. But that's for another post.

Feedback would be very welcome, of course!


*The Measure of Things is an awesome site I discovered doing research for this post. It's "a search engine for finding comparative or relative measurements of physical quantities". Very usefull for a DM preparing a setting (or people with strange minds like mine...).

Thursday, March 7, 2013

Random Encounter Status (a pdf)

Alright, blogger, you want to make it difficult to upload pdfs. Well, here is me trying anyway. I'll set up a download section pretty soon.

And for now I'll try and give anyone interested the png of yesterdays post into a free pdf. It is here.

Also of importance (or how I'll handle this in the future...)

After some research, I decided to go with scribd for the pdf storage. Seems simple enough (Edit 1: Changed it to dropbox...). I also checked into Creative Commons and decided to go with it for stuff I put some actual work into. So relevant pdfs will have The Sign:


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Wednesday, March 6, 2013

Random Encounter Status (A Response)

There was a pretty inspiring discussion over at Dreams in the Lich House about what Random Encounters are up to. Lots and lots of good ideas. I was thinking about die-drop-charts a lot lately, but never found a satisfying solution (other than the ones already around, obviously). Then I read Porky's comment and had a revelation (thanks!).

So Porky wrote:
"One simple approach to improvisation is to make the encounter roll on a sheet of paper and interpret the result. Just the same encounter roll, not an extra one yet.
If a die lands close to the centre, the encounter is on a home or at least claimed territory. The halo region around the centre suggests a patrol or an invasion, based on the map and who's territory it might actually be. Landing near a long edge suggests a trek, near a short edge a search. A corner indicates isolation. The upper half suggests higher reasons like doing penance or self-discovery, the lower baser reasons like scheming or simply natural functions. Even if you're not rolling more than one die, you can combine them.
For example, a die falling on a longer edge, but slightly closer to a lower corner could suggest the group encountered is roving far away from home for a new food source. Maybe they're hungry, preoccupied, grumpy, demoralised. If they're wild, they might crave the party, if civilised resort to wiles or beg for help, all of which can help in interpreting the reaction roll. It also sets up a cascade of branching possibilities, maybe right across the region."
And I was like:
"Wow!" 
Or something down that line. So as soon as my schedule allowed it, I tried and made a drop chart to see what a Random Encounter might be doing when they cross paths with the characters. Result:
Random Encounter Status (drop-chart)

That's just a .png for now (I wonder what the best way is to make a .pdf online available... Any suggestions?). 

How to use it

As soon as a Random Encounter occurs, roll 1d20 (+HD, modified as implicated)) on this drop-chart. The result of the d20 shows how aware the encounter is of the group, the position indicates what he's up to (or what they are up to, etc.). Interpretation is according to what encounter it is (civilised, wild, undead, etc.) and where it's happening. The further away the die drops from the center, the more imminent is the need to interact with the group (if he's aware of them...).

Example

Let's say the encounter is a group of bandits (6 bandits with 3 HD, a leader with 4 HD) in a forest. The die lands on the grey frame in the upper left corner, showing a 5. The group is lead through the forest by a scout (let's say level 3), has beasts of burden and a watchdog.

The bandits are content, moving towards their homebase after a succesfull mission regarding the security of their camp. They're aware of the group (5+11+2+3+5-5-5 = 16*  vs. 15 (forest)) and will engage (them being bandits and in a good mood, I'd go with the a Reaction Table and see what happens).

Upper right corner, in the grey frame, would mean, the bandits are out for treasure and the characters are the next target. More to the center could mean they are in the process of robbing someone else, very close to HB could mean they are torturing a captive right now, to get information about a treasure. Etc..

If the group in this example would have travelled cautious or without beasts of burden, the bandits would have been busy with whatever they were doing, without noticing the group, giving them the chance to ignore or intercept the encounter.

Last words

Of course I'd offer to make this available as a free pdf. Alas, as mentioned above, I'd have to check my options first. And see how the feedback is.

I wonder if somebody did something like that already. So if you know of somebody, I'd be very interested in the results!


*As a little side note, I'd say one of those bandits is aware of the group (one more as the difficulty). With a result of 18 it would have been 3, etc..