September 28, 2009

"Persistent World" Roguelikes

I really like persistent elements in roguelikes, because they give a feeling that each game is bigger than just the character and the randomly generated level.

Nethack has "bones files", where if you die on a non-special dungeon level, there is a chance that the level is saved along with your dead body, your stuff, a ghost and a tombstone telling how you died. On an active server like nethack.alt.org, you can expect to find two or three former dead adventurers during a game. Crawl does something similar, spawning badass ghosts of former adventurers as you explore the levels. Especially in Nethack, these "bones" liven up the (admittedly) rather plain dungeon levels.

You Only Live Once has a different take. You start as a small kid who's exploring the woods near his village. He finds a dungeon, goes down it, and has to fight monsters. Then he dies.

And then you get to play as the kid's (adult) neighbour, who's looking for mushrooms for his wife. Next up is the first kid's mother, who finds her kid eventually. And it goes on like that. I suppose you run out of villagers eventually - I only played through once and won as the village elder.

Dwarf Fortress takes that same concept much further. When you start the game, you have to generate a world with a few hundred years of history (or download a pre-gen). Then you generate an adventurer in that world and talk to people who have relatives and history stretching back through time. Some of them will send you on quests to kill beasts who they have legitimate grievances with, because the world generation simulated the beast's pillaging of the local countryside and all the fights it fought. Nuts.

What I'd love to see is something as expansive as Dwarf Fortress with the interaction from Nethack. Not a cooperative MMO like Wurm Online, but the Dwarf Fortress Clone would run on a server (like the Nethack and Crawl servers do) with a shared world, and finished games would be integrated into the history of the world. That could be interesting.

Something for the "someday" files. I'm satisfied with Nethack for now.

September 21, 2009

Converting White Plume Mountain, Part 2: Examining The Branches

As I said in Part 1, White Plume Mountain has three branches, each ending with a room containing one of the three major artifacts of the dungeon - Wave, Whelm and Blackrazor. Let's see what each branch consists of.

As the party enters the dugeon, they reach a four-way intersection with a gynosphinx, and Walls of Force blocking the other three ways - the three branches. Answer a riddle correctly and the gynosphinx will disable the walls, letting the party pass. After this, the three branches begin. Numbers below refer to the map:

The Whelm/Ctenmiir branch holds:
3: A patch of green slime. Probably drains some HP from party members before being cleared out.
4: A room with nine glass spheres. Each holds a key, one of the keys are needed to get out of the room. Potentially three (easy) encounters and a bunch of treasure. This room is technically optional.
5: Five flesh golems, each with a number. Say the right number or get in a fight with them. The fight is nearly assumed unless the players have heard the riddle before. The conversion should probably use at least two kinds of construct to make for a fun fight - flesh golems are Elite Brutes which looks like a grind.
6: A turnstile while only lets people further into the dungeon. Needs destroying to get back out.
7: A bridge of separate platforms over two regularly-spewing geysers. Skill challenge-ish.
8: Ctenmiir. Boss Fight, duhn duhn duhn duuuuuhn! Give the guy some Vampire Spawn buddies.

A total of four "encounters", potentially a few more in the optional room, and a slight chance of just three if the party avoids fighting the flesh golems. Decent setup, Ctenmiir can be made pretty nasty.

The turnstile is just silly, the 3.5 conversion put a mimic (disguised as a portcullis) in its stead. I like silly, though.

The Wave/Crab branch holds:
9: A pit, which is actually the entrance to the Indoctrination Center of Keraptis (the real BBEG of White Plume Mountain). Glossed over in the original module, just a pit in the 3.5 conversion.
10: Kelpie pool. The kelpies have a lair with treasure.
11-13: Spinning corridoor covered in oil. The NPC:s Burket and Snarla will set fire to the oil as the PC:s pass and then fight them. Technically optional, but Burket and Snarla could join the fights in 10 or 17 in some circumstances.
17: An underwater room. A fragile forcefield keeps the water out of this zone, which contains Wave and its giant crab guardian.

Two encounters, possibly three. Go nuts with the difficulty of the two mandatory ones, or give Snarla a key to the doors (14 on the map, not locked in the original) to room 17, so she has to be fought too.

The Quesnef/Blackrazor branch holds:
18: A pit. Whee.
19: A corridor which heats metal. The intent is that heavily armored characters disrobe, so that the ghouls in room 20 can attack a severely weakened group. Cold based spells can nullify the effect for a short while.
21: Frictionless room. The pits marked A have poisoned spikes, and an unsecured person will fall in. Flight spells do not work. Hrm.
22: A magically suspended river floats in a loop entering room 22 and 23. It can be ridden using the kayaks in room 22, to 23 where Sir Bluto Sans Pite and his henchmen wait.
26: The classic inverted pyramid room. Four levels, four monster encounters.
27: Quesnef the Ogre Mage's room, with Blackrazor. Interestingly, the 3.5 conversion gives the option of him simply accompanying the party out of White Plume mountain (which breaks the curse that makes him stay inside).

Whoa, eight encounters, not counting the first pit. Would take some good tactics, but you get Blackrazor (distant cousin of Stormbringer) if you succeed. I might want to combine two of the inverted pyramid levels into one balanced encounter - fighting the scorpions on the second step while the sea lions on the third harass you sounds fun. Of course, Quesnef is a great opportunity for a foe that can be talked down, giving opportunities to cut the fighting down to an even saner amount.

September 14, 2009

Converting White Plume Mountain, Part 1: What Level Is Appropriate?

White Plume Mountain strikes me as a good choice of an old-school module to convert to D&D4. It's effectively three separate chains of encounters, from which you choose very early in the dungeon. Should mesh well with 4E's style of adventure.

(There's a 3.5 conversion here, by the way.)

First part is to figure out what level it should be aimed at. My hunch is "somewhere at high heroic level", but a more exact way would be to look up the monsters in the adventure and see where they land at in their 4E versions. So let's go:

Existing monsters:
Black Pudding (L8, Monster Manual 2)
Bugbear (L5-6, MM1 and 2)
Gargoyle (L9, MM1)
Ogre (L8, 11, MM1)
Wight (L9, 12, MM1)
Green Slime (L4, MM2, maybe best handled as a hazard)
Flesh Golem (L12, MM1)
Ctenmiir (L13, Open Grave)
Ghoul (L5-13, pretty much every book)
Giant Crayfish (L4, RPGA adventure Village of Hommlet)
Manticore (L10, MM1)
Efreeti (L22-28, MM1)

Close enough
Gynosphinx (Sphinx L16, MM1)
Air elemental (Air archon L16, both from Manual of the Planes)
Giant Scorpion (Hellstinger Scorpion L13)
Quesnef the Ogre Mage (Oni L7-14)

Need converting
Invisible Stalker
Shadow
Kelpie
Giant Crab
Sea Lion

NPC:s:
Burket
Snarla
Bluto Sans Pite (and henchmen)

(Level ranges have been cut after the fact, reducing them to levels actually relevant to the result. Ghouls and wights, for example, exist at a much wider level range.)

Putting the adventure at level 11 would make most encounters work, with some level-changing. (The first five existing monsters are random encounters, so it's okay if those are a little easy.) It also makes most of the classic encounters (Ctenmiir, for example) work nearly as written. Still, many of the enemies need friends to make for interesting encounters (Ctenmiir, again.)

September 12, 2009

Canabalt - My Latest Drug

Damn, I've been playing this for too long now.

Canabalt is a very simple game. You press X or C to start the game. Your protagonist starts running in a corridor in some office skyscraper. Then he bursts out through the window at the end and starts running on rooftops (and occasionally through skyscrapers). Press X or C to jump, or the little guy will fall to his death.

Meanwhile, giant robots patrol in the background, fighter planes zoom past right behind you and occasionally, a missile crashes ahead of you - necessitating a jump to avoid being vaporized. There is no explicit story, but the implied one is rather obvious - WWIII has started, and you've decided to run out of the city as fast as you can.

One button. And I've been playing this for over a week now. I can consistently get over 2000 meters as long as a window doesn't brutally stop me before that.

Canabalt is awesome and will eat all your free time. You have been warned.

September 11, 2009

Moathouse Maps, Or: So I'm Running Village of Hommlet

So I'm running Village of Hommlet as a PbP game on RPGnet. I must be mad. Reports coming later when we actually get some play in.

Anyway, a player pointed out some awesome conversions of the original Moathouse maps. They look much better than my scans from the 4E module, and since they're made in a tile-based program (Dundjinni), they should work much better with the grid in MapTool.

More later.

September 07, 2009

Sudoku Dungeons, Courtesy of Greywulf

Greywulf wrote an interesting article about generating dungeons from Sudoku sheets, so I figured I'd make a dungeon from that system. (The article is here.)

First I need a Sudoku sheet. Google to the rescue! Google finds websudoku.com! That was easy.

I picked an "Evil" Sudoku in order not to clutter the dungeon with too many features. There was a marked decrease in numbers between that and "Easy" (the page's default). Funny thing - an Evil sheet probably tends to give an Evil dungeon, as most doors will be hidden. Less encounters, though.

The rest is just about following the directions in Greywulf's post.

First we get a rather plain setup with large rooms surrounding a central secret room in a spiral-ish pattern (single doors are secret, double doors are plainly visible). Decent architecture! Clearly some evil mastermind is hiding in the central room.

In fact, there aren't many foes in this dungeon. Just a double encounter (overleveled + normal) in the top left room, and the aforementioned mastermind (normal encounter) in the central hideout. If I were doing this seriously, I'd probably move one encounter to another of the big rooms. The perils of too hard Sudoku sheets...

Next is Features. (I'm doing NPC/puzzle last.) According to Greywulf's table, there're rotten bodies in the lower left room (right where the PC:s enter, yay), and a barricade in the top right. I'd definitely move the monsters into the room with the barricade if I was doing this for real.

Traps next. The top left and bottom right rooms have traps. I figure the monsters in the top left room would put alarms on both doors, and the mastermind has probably trapped the visible door into the lower right room because nobody uses that room (or at least not that door - it could be a storage room intended to be reached from the central room).

Treasure is second to last. Well yeah. In D&D4 terms, treasure parcel 2 is in the central hideout, and if the PC:s rifle through the storeroom to the lower right, they'll find parcels 5 and 9. Greywulf suggests using either treasure parcel numbers, or saying that "higher is better". Funny, because the treasure parcels with low numbers are worth more (powerful magic items, as opposed to regular gold coins). Ergo, treasure parcel 2 is pretty yummy.

Finally NPC:s/puzzles. The top right and bottom left room has some. Definitely captives in the top right one, whether there are monsters there or not. The bottom room is harder - maybe the PC:s can perform some forensics on the piles of dead bodies to figure out what awaits them further inside the complex. Or maybe there's a huge symbol shaped like the map - it would look arcane, but after two or three rooms, smart players might figure out that it's a map (and start looking for a way to the center).

The result might need some tweaking, but this is how it turned out, after adding some furniture to the rooms. The bottom left serves as garbage disposal - the monsters in the other rooms eat a lot of meat and need to put the bones somewhere. The top left is elite quarters - spacey and with heating. The top right is an old mausoleum - coffins and whatnot has been layered along the walls and serves as a barricade where it crosses the doors. the lower right room is a storage room, and there is good reason to assume that was its original purpose. The inhabitants never enter through the trapped door (with a pit behind it).

The central room is the laboratory, library and sleeping room of a cunning wizard. He will escape through one of the four secret doors if he is gravely threatened.

That worked out okay. Might need an easier Sudoku if I try again.

August 31, 2009

Character Concepts From Tvtropes.org

Tvtropes.org is evil, but maybe it can be made to work for good by providing character concepts? Today's trick will be me trying to make a (sorta) sensible character out of three concepts randomly picked from tvtropes.

Tvtropes.org has a "random article" button, of course. Let's see where I end up...

Mythology 101 Cycle. Not a concept. Moving on...
Arrow Cam. I suppose you could do something with this, but I'll be lazy and move on.
Walking The Earth. That's better. Concept #1 is picked.
Indecipherable Lyrics. We might need a way to filter categories for this to work...
Roadside Wave. Ho hum...
Can't Stay Normal. Second concept nailed down!
Uncle Pennybags. And the third concept shows up in short order.

So in 7 clicks, we have a character who is Walking The Earth (like Banner from that old Hulk show) and Can't Stay Normal. Sounds a lot like Bruce Banner, actually, except he's also Filthy Rich and Not A Jerk About It.

I guess this Frankenstein's Character is some sort of playboy/hippie, travelling the countryside, trying to stay out of trouble as he enters a new town and blends in with the help of a sizable bank account. But then adventure happens and he has to pull out his super powers. Follow the adventures of The Incredibly Rich Hulk on channel five!

This method may or may not need polishing...

August 24, 2009

The SNES Generation And Graphics Appreciation

My first console was a NES. (Well, everyone else had one, while I had a C64.) The graphics on that ranged from "mediocre" to "quite okay". Mostly dependant on techological advances during that console's lifetime, of course.

Furry Mario aside, NES graphics got the job done. To me, there is some limit before the NES era where I just look at screenshots of games and have no idea what is going on.

But then the SNES came, and its graphics went from good (Super Mario World, bundled with the console itself) to awesome (Yoshi's Island). I'm an unashamed member of the SNES generation, so bear with me when I go on...

The Playstation was the next console of choice among my friends. I'm not a fan of the vector graphics that got common in that era. I wonder if there is a generation about five years younger than me that think the Playstation had awesome graphics, the SNES did its job and the NES and anything before it was barely legible...

August 18, 2009

Mondaily Posting

Trying a new scheme. They say people with lives don't read blogs on Sundays, so I'm trying Mondays. Not that expect a dramatic rise in readership or anything.

August 16, 2009

So What's 2011:s D&D 4E Setting?

I have some theories. In order of probability:

1: Spelljammer. It's D&D in spaaaaaace, which should be sufficiently different from the first three settings (pseudo-medieval Forgotten Realms, pulp Eberron and post-apocalyptic sword&sorcery Dark Sun), and equally importantly doesn't block out many existing character options (since it can act as a bridge between other settings). That bridge part is important too - it needs a few other settings to act as a bridge between, but now there are four, counting the implied setting of the core books. (And third-party publishers have had time to put out some 4E settings.)

2: Something original. Maybe a cop-out, but I think it's vastly more likely than any of the old settings right now. I have absolutely no guesses about it, but "generic fantasy" would compete with both Forgotten Realms and "Points of Light" (4E:s implied setting).

3: Al-Qadim. A man can hope. But seriously, "D&D Arabian Adventures" is also sufficiently different that it could sell. Some people keep saying that 9/11 made games about Arabs unpopular, but the video game industry has no such qualms.
My only misgiving about Al-Quadim is that the subject might be too thin to fill two books. Might fit better as a Dragon Magazine series, or a third party setting. The fluff would make or break it - "1001 nights" doesn't bring much new crunch.

3.1: Maztica. Same idea as Al-Quadim, minus 9/11. But the Middle East is cooler than Mesoamerica.

3.2: Kara-Tur. You get the idea.

Those are my three (point two) guesses. And now a quick rundown of what I don't expect:

Pseudo-Medieval Quasi-Europe, The D&D Setting: Dragonlance, Greyhawk, etc. Forgotten Realms needs to fade away first.

Already Folded Into Other Stuff: Planescape and Ravenloft. "Domains of Dread" is a running series in Dragon Magazine and Sigil has been cannibalized for use in both Manual of the Planes and Dungeon Master's Guide 2.

Too thin concepts: Council of Wyrms, Ghostwalk and maybe Birthright. Not enough stuff for two books.

Oh, and I hear the 2010 setting is Dark Sun. Nifty. It might be the first setting book I pick up for D&D.

August 15, 2009

Tell People About Your PC

Chatty DM and Wizards of the Coast are asking you to tell them about your character. On Twitter. One post (130 letters) per character. That's a pretty neat limitation, so I figured I'd try. I have a (rarely used) Twitter account, but I'll repost my submissions here:

Torgal the dwarf and his uncle moved to Sobanwych when his parents died in a cave-in. Now he is looking for adventure in Hommlet.


Edwyn was the adopted son of the town sheriff and a locksmith's apprentice. Perfect cover for a thief.


Chatty's contest is here (and you can post your submission as a reply to that post if you don't have a Twitter account). The submissions are here, and if you really want to follow me on Twitter, I'm here. But I rarely update - those two posts are my first.

Go! And tell people about that really cool ranger that no-one's cared about until now!

August 09, 2009

A Monk By Any Other Power Source

So it's kind of old news now, but there were some differing opinions when WOTC announced the Monk playtest, and made it a psionic class. It doesn't bother me, though. Actually, I was thinking of assigning the monk to all the official power sources in order. Let's go:

Martial Monk - Easy. The 4E Monk already looks half martial, enhancing his martial skills with latent psionic powers.

Divine Monk - The word "Monk" certainly brings the divine power source to mind. The divine Monk is a warrior empowered by her god, much like the Avenger (PHB2).

Arcane Monk - Now it gets trickier. Still, a guy with no armor, no weapons and a decent special effects budget could certainly be magical. Hadoken!

Primal Monk - Okay, this is pretty far off. Still, the Barbarian's rages channel the aspects of certain animals to give him those aspects. The Monk could do the same and be a decent unarmored fighter (but far from the "ascetic on a mountain").

Psionic Monk - Official. As I said, I don't mind the idea. I figure it's very weak psionics, only enough to enhance personal training and sometimes flip out with some kind of blast.

August 02, 2009

Premade Adventures Good? Yes, For Murder Mysteries.

One of my beefs with murder mysteries (and "investigation" adventures in general) is that the DM putting together the adventure knows the capabilities of her players' characters. This can be a good thing, but it also means that she can't truly just lay out a scenario without the nagging realization that one PC can speak to the dead, which affects this part of the scenario, or another is just really well connected to the criminal underworld, which has this effect. And so on.

The obvious solution to this is to have your mystery be written by someone who doesn't know the party layout. Then you get a truly impartial adventure, and if the guy who talks to the dead uses his power now, it at least wasn't subconsciously anticipated.

That means pre-written adventures are good, since most of us can't afford to hire a personal professional writer.

Those are my random thoughts on the subject.

July 31, 2009

July 26, 2009

Designing Settings With Carcassonne

Carcassonne is a board game in which you lay down tiles - one per player and turn - to form cities, rivers and roads. You score points depending on the number of finished structures that you put a "meeple" (man-shaped playing piece) on before finishing it.

But that's beside the point. I kind of wondered if one could use Carcassonne to make a campaign map. Well, maybe.

My first thought was to play out a game as normal and then use the result. (I'm in no way involved in the game pictured.) You'd get cities, roads, strange statues scattered throughout the landscape... and holes in reality where the players couldn't fit a tile. Maybe that's cool, maybe it's just bad. Depends on your needs.

Elsewhere, someone decided to arrange all Carcassonne tiles so that the board is self-contained - that is, nothing protrudes "beyond the board". As he shows, it's actually impossible with just the original set, but can be done with an expansion. Also a decent map.

July 19, 2009

Random Elemental Generator

The elementals in the D&D4 Monster Manual are assumed to be the "natural animals" of the Elemental Chaos. (Think of Limbo if you prefer earlier editions.) Also, they cover a level range from 11 to 26. With this in mind, four elementals seem too little. On the other hand, it should be easy enough to generate new ones randomly (which is basically what happens in the game world).

First, we need to figure out what our elemental consists of. The Monster Manual states that they are made up of any number of elements, but let's settle for two (which is what the statted ones are). Roll 2d6, the die that lands to the left is the "primary" element.

  • 1: Fire
  • 2: Earth
  • 3: Air
  • 4: Water
  • 5: Lightning (and thunder)
  • 6: Radiance

If you roll the same element twice, you have one of the rare pure elementals.

Second, make up an awesome name for our elemental. The primary element determines the prefix, the secondary the suffix. Dig out your d3:s if you really have to be random here.

  • Fire prefixes: Flame-, boil-, heat-
  • Fire suffixes: -scourge, -fire, -pyre
  • Earth prefixes: Rock-, gravel-, mountain-
  • Earth suffixes: -wall, -stone, -crystal
  • Air prefixes: Cloud-, storm-, steam-
  • Air suffixes: -lasher, -twister, -wind
  • Water prefixes: Wave-, flood-, stream-
  • Water suffixes: -swirl, -pool, -torrent
  • Lightning prefixes: Thunder-, lightning-, flash-
  • Lightning suffixes: -storm, -bolt, -spark
  • Radiance prefixes: Sun-, flash-, flicker-
  • Radiance suffixes: -beam, -glow, -ray
  • Random second noun: Ravager, dreadnought, defender


I rolled a 6 and a 2, so it's a mixture of radiance and earth. It's a Sunstone Defender!

The third step is to stat up the monster. I won't repeat the monster creating guidelines (DMG1 page 184 and onward) here, but there are some notable steps:

  • Level: Just choose, though I might roll 1d10+10 if I wanted a random level too.
  • Role and powers: Role is based on the primary element. Powers also are, but flavour one power according to the second element.

    • Fire = artillery. Build a basic ranged high-damage attack and a basic ranged normal-damage burst attack. Give it high speed, or clumsy flight. (Magic jet engines!)
    • Earth = lurker. Can phase through earth and stone, gains Earth Walk, Tremorsense, Combat Advantage vs enemies it starts its turn out of sight of, and bonus damage against enemies it has Combat Advantage against. Can meld into stone as a standard action, giving it great damage resistance (kind of like a gargoyle).
    • Air = brute. Give it insubstantial (and half HP) which explains why it's so hard to kill. Also huge.
    • Water = soldier. Can hit and mark enemies. Gets threatening reach (with it's elongated pseudopods).
    • Lightning = skirmisher. Flight is key here. Pair it with a fly-by attack and you're set.
    • Radiance = controller. Held together by the secondary element. Give it attacks that blind, daze or stun.



Our Sunstone Defender is a Controller, with a little bit of earthy lurker. I make him level 11 (to help out Firelashers), steal powers right off the Grell Philosopher and Galeb Duhr Rockcaller, give it Earth Walk and I'm done!

Sunstone Defender Level 11 Controller
Large Elemental Magical Beast (air, fire) XP 600
Initiative +9 Senses Perception +14
HP 114; Bloodied 57
AC 25; Fortitude 23, Reflex 23, Will 23
Immune disease, poison
Speed 6 (earth walk)
M Staggering Slam (Standard; at-will)
Reach 2; +16 vs AC; 3d6+5 damage, and the target is slowed until the end of its next turn.
R Bright lance (Standard; at-will) ♦ radiant
Range 10; +15 vs Reflex; 2d6+5 radiant damage, and the target is blinded (save ends).
c Rocky Road (Minor; encounter)
Close burst 1; all squares in burst become difficult terrain if they consist of earth or stone.
a Glaring Nimbus (Standard; recharge 6) ♦ radiant, zone
Area burst 2 within 10; +15 vs Will; 3d8+3 radiant damage, and the target is dazed (save ends). The glaring nimbus is a zone that lasts until the end of the encounter. Any creature entering the zone is dazed (save ends).
Alignment Unaligned Languages Primordial
Str 18 (+9) Dex 18 (+9) Wis 18 (+9)
Con 18 (+9) Int 21 (+10) Cha 18 (+9)

Description

A sunstone defender looks like a humanoid mass of small rocks, hovering in a humanoid aura of light.

July 12, 2009

Random Replacements - What Moves Into the Dead Dragon's Lair?

Dungeon crawling is fun. Killing the dragon at the end of the dungeon is also fine, but after the player characters have looted its hoard and left, there's a fine piece of empty real estate that shouldn't go to waste. And if the players don't take precautions to secure the dungeon, someone will get just that idea. But who?

Well, let's roll for it. Makes for more surprising results than just choosing. There are four steps to check whether or not an empty dungeon gets settled, and if so, by what:

1: Each week in-game, there is a 50% chance that something moves into a lair that the party has cleared out but not settled or otherwise secured. Flip a coin or something.

2: Decide on a tier. This is very much a D&D 4E term, but it's not rocket science. Regular wilderness is Heroic Tier. The Underdark is Paragon Tier. The wilder parts of the Planes is Epic Tier - it's where you start beating up demon lords, and maybe a god or two.

Alternatively, look at what lived in the dungeon before, and check where that belonged in the table in step 2. If the party defeated an army of Githyanki, it's a good bet that Paragon is about right.

3: Roll a d20, looking up the result in the correct column in the table to the right (click for a bigger picture). Since Epic is a bit anemic, reroll numbers with no entry.

4: Some entries like "Beasts" are very broad. If you want a more specific answer, roll a d10 (adding 10 or 20 for paragon or heroic tier), to see what level you should aim at.

So, let's try it. The party has defeated an adult red dragon, which is a paragon threat, from its volcano lair. They leave, a week passes, and the roll hints that it might be time for something to sneak in.

The d20 roll is 13, which means that a group of archons or elementals move in. We could stop here and decide that it's fire archons and fire elementals, but that's boring. A roll of 1d10+10 comes up a 12, and a quick peek in the DDI compendium show that a "Fire Archon Emberguard" is appropriate. Well okay then. Of course, other fire archons can play too, as well as other level-appropriate fire creatures - the d10 roll is just to point you to specific creatures.

July 10, 2009

Your Favourite Game Sucks

I'm getting rather tired of grumpy grognards* and the crap they peddle. The latest straw was this. The good sir James Mishler made a graph with bad stuff on one end, good stuff on the other, put D&D 4 in the bad end and put it up on the Internets for the two people who thought it was funny to laugh at.

So, kind reader, I humbly submit this:



(I mean, at least Mishler's original graph was remotely intelligent.)

*) With no slight intended to the many grognards who just play their favourite game and shut up. Your edition is still associated with the Hoff, of course.

Search Terms

Just so you know, I am checking the stats of this blog with Google Analytics. Seeing what Google search terms brought people here can be funny. It's just one or two hits per term, but that makes it even funnier.

My favourite is "grimdark libertarianism". Wonder what the guy was looking for...

(I'd like to apologize to the guy/gal who came here when googling for "'encounter tables' indiana jones". I hope you found what you were looking for, it sounds awesome.)

July 05, 2009

On Worldbuilding Relays, or Five Steps to A Fleshed Out World

This RPGnet thread is splendid. The idea by Matthias Wasser on RPGnet is a "Worldbuilding Relay" game with the following rules:

  • The first person in line rolls on a bunch of tables to generate the basic assumptions about the world. How old is it, what real-world cultures does it borrow from, what is the general morality of people, what races and "classes" exist?
  • He then makes up a geographic, a cultural and a metaphysical fact, which should all tie into at least two of the results from the tables.
  • The next person details five conflicts - wars, conspiracies, personal problems.
  • Next one describes five organizations. Royal houses, armies, merchant houses, whatever.
  • Next one details five individuals. One low-level, one mid-level, one high level, one antagonist and one ordinary person.
  • Last one gives five facts of any kind.
  • Restart by rolling on the tables again.


The first mesoamerican/roman world with humans, anthropomorphic animals and planetouched waging a war between gods and animistic spirits shaped up rather nicely. Though, after writing two entries in the thread, I found that even that takes work, and others may have felt the same.

Either way, those five steps (not counting the table-rolling) would work well for fleshing out any world a GM or setting writer is making. The conflicts, organizations and people showcase the world and provide hooks for PC:s to get interested in, and the GM to build adventures around.

(I thought of adding a bullet point for "five locations", but locations show up often embedded in the other categories. The same applies to religions - if the setting has them, they'll appear within conflicts and organizations, maybe even people.)

Another thought is to have a group engage in cooperative worldbuilding before a campaign. Just roll on the tables, let everyone provide one fact from each of the bullet points, and you have the seeds of a campaign setting in 15 minutes.

For reference - the tables:

Table A: The Wheel of History
Roll 1d8:
1: Civilization Unknown. The world is young. Light huddles in points.
2-3: Civilization Ascendant. A young political body or network of such violently expands and grows.
4-5: Civilization Regnant. A golden age, marked by hubris. We can do anything we want - but what?
6-7: Civilization Descendant: The social contradictions of the old golden age and the inability of its institutions to adapt to them demand that this civilization be destroyed. Will it be in ice or fire?
8: Civilization in Tatters. The Postapocalypse. Light huddles in points.


Table B: Moral Assumptions
Roll 1d6:
1: Preachily left: Equality is good, privileges are bad. Conflicts between societies are distractions from conflicts within societies. The elites naturally desire to maintain and expand their privileges and artificial hierarchies, which makes them evil, and only the willingness of the masses to collectively organize and set aside cultural differences can destroy them.
2: Preachily conservative: There is a natural hierarchy to the world, each station having natural rights and obligations: we must care for those below us and obey those above us, so long as they too are acting justly; if not, they must be redeemed or destroyed. Some beings are naturally evil, while others are led into it by hubris, laxity, and inattentiveness to tradition.
3: Preachily libertarian: Heroes are self-reliant individuals; villains are alliances of demagogues and cowards too afraid to think for themselves. Adventuring for no purpose but treasure is perfectly moral; merchants are generally good and governments are generally evil. The prose is awful.
4: Grimdark: The setting is metal as hell. Everyone involved is incredibly selfish, violent, and cruel; but we are to approach them from an ironic distance. Atrocities pile up in the background and actual play like sand on the beach and we mostly marvel at how wicked awsome it is.
5: Pluralistic: This is a world of competing values, none necessarily greater than the other. People generally act from principle, and they're all sympathetic and shown from their own perspective, but the competing ideologies cannot be reconciled. The conflict is instantiated both between organizations and within the human heart.
6: Amoral: People generally act from their self-interest, defined broadly enough to include themselves and the people they love; they almost always have some sort of code, but no fact about the universe makes one truer than another, and they have difficulties following them in practice. No one can stand to be very sympathetic or very unsympathetic for long.


Table C: Culture Clash
Roll 2d10:
1. East Asian
2. Mediterranean
3. Mesoamerican
4. Near Eastern
5. Northern European
6. Polynesian
7. Slavic
8. South Asian
9. Sub-Saharan African
10. Roll twice more

As an introductory mental exercise, start out with the assumption that you're taking Roll 1's broad geographic or political situation and reskinning it with Rolls 2's aesthetics, culture, and philosophy; and then have them interpenetrate each other in all sorts of ways.


Table D: Races
Roll 2d10, assuming that humans already exist:
1-5. Just humans here
6. Elves, dwarves, half-elves, and halflings
7. Humanoid races
8. Planetouched
9. Anthropomorphic animal races
10. Every published race you can find

If you roll double 10s, include everything but humans.


Table E: Power Sources
Roll 2d10, assuming Martial already exists
1-2. Martial only
3. Arcane and Divine
4-5. Arcane
6-7. Divine
8-9. Primal, Ki, or Shadow (whatever seems most appropriate)
10. the Kitchen Sink


Kudos again to Matthias Wasser. It was a splendid idea.