Tuesday 16 January 2024

The Institutional Campaign and the Adventuring University

 


Stamford - a fetching but obscure small Lincolnshire market town - had in the early 14th century a rival to Oxford and Cambridge universities. A falling-out between scholars at Oxford led to a number of them decamping to Stamford, where they set up shop in 1333. But some things never change: Oxford University quickly lobbied the king (Edward III) to put an end to the 'evil, which we think every way hurtful and pestilential, namely, the new assembly of scholars at the town of Stamford for university instructions'. The king duly acted to suppress Oxford's competitor, and the University of Stamford came to an end with a whimper, with the king's emissary and the local sheriff prohibiting any further 'scholastic acts' and threatening the scholars there with total forfeiture of their property if they continued. Stamford sank back into quiescence in academic terms,* though I have passed through it a few times and can confirm it does have a Gregg's, so it's not a complete wash-out. 

The idea of rogue scholars trying to set up a new centre of learning is a fascinating one, and it actually meshes nicely with a longstanding idea of mine, which I call (in my own head, and when I talk to strangers on a park bench) the 'institutional campaign'. The idea here is that players do not have individual responsibility for a PC and his/her retainers, but rather collective responsibility for an institution of some kind - an adventuring guild, temple, order of paladins, monastery of monk-assassins, whatever - and garner XP and treasure as a unit, to then spend either on levelling up individual members of the institution or on expanding/reparing it. I doubt very much I am the only person to have ever thought about doing this, and this is usually the point at which somebody will pop up in the comments to recommend I play X, Y or Z, which does something similar - but the point remains that this is the type of campaign I would like to run.

The idea of a group of adventurer-scholar-sage-wizard (-assassins?) setting up a new place of learning from scratch (and against other, more established such institutions in the region) is I think a rich variant on this theme. Here, I imagine the players taking control of a couple of dozen first level PCs perhaps in a single small building, and having to expand from there. They need money to expand, to buy guards and servants and so on; they need students to come to study; they need to fend off agents of the king and attacks from monsters and robbers; and they need above all to actually get the material with which to teach - new spells, new magic items and materials, new maps of the world, new bestiaries of monsters, new knowledge about the deep dark places under the mountains, new philosophies, new artworks and mystical artefacts, new beasts of wonder, and so on and so forth. Availing themselves of these things allows them to take on new students and open new fields of study and new departments and extensions - not to mention, of course, new members of staff, who presumably inhabit far flung regions of the globe only reachable by long and dangerous journeys.

Would this 'adventuring university' not be a good idea? Would this not be a wonderful variation on the core game? Would writing it not earn me millions of pounds, not to mention the undying loyalty of thousands of devotees? ANSWER ME THESE QUESTIONS.

*Although until the 19th century Oxford graduates apparently still had to swear an oath specifically promising not to ever teach anything in Stamford. 

31 comments:

  1. I admit; I'm intrigued. It's got built-in reasons for adventuring, which both overlap and are subtly different to traditional XP-for-treasure motivation. Sure, the PCs need gold, but they also ought to jump at rumors of some rare plant, an ancient tome of knowledge in the hands of a doomsday cult, or a report from a ragged survivor of an ill-fated expedition telling of a ruin of some ancient civilization in the middle of monster-haunted wasteland. Maybe instead of, or in addition to, traditional XP, they'd earn some sort of prestige points for their academy, with discoveries and achievements having an assigned number of those points. The PCs would have to weigh the potential prestige gain of any given expedition against the cost in gold, time, and manpower (and maybe lives) to decide which adventures to pursue. Yeah, this could be a fun concept.

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    1. That is a nice idea but I wonder if that would just be another option for spending XP on - you can either boost PC levels or the prestige of the institution.

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  2. Maybe tens of pounds and devotees.

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    1. Maybe pound, and devotee.
      I jest. This is a format I'd be most interested in.

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  3. Sounds reminiscent of Ars Magica

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  4. It honestly sounds like a pretty typical Ars Magica campaign. That game was made for this exact kind of thing.

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    1. See below. More broadly - I am talking here more about a concept than a time period or timeframe. The point is you could really do this in any sort of setting, including even classic AD&D high fantasy.

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  5. I think there are free versions of earlier editions of Ars Magica online. It's really interesting for the concept of adventuring seasons with long downtimes, a stable of characters (potentially multigenerational), a unique and flexible magic system, etc. The mythic European setting is great too. The rules are very detailed and probably offputting for many, but there are a million great ideas contained therein.

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    1. I have had a look at Ars Magica on numerous occasions but it seems to require too much investment in terms of time for an old fart like me.

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  6. The thing I like most about this idea is the Dean of the enemy college as a villain. All the insane pettiness of academic rivalries but they're literally killing each other with fireballs.

    The implicit setting as some kind of 16th-century pseudo-England works as well. Like it's a thriving late medieval society but they're still digging up Roman ruins and the bones of giants, fairies still live in the deepest woods and bewitch travellers.

    Although now I'm imagining it as a Jack Vance planet of adventure kind of thing where it's set on a colonised planet that has regressed to medieval technology and forgot about space travel. Like in Lord of Light?

    I'm thinking about creating a sense of history here - what is it that your heroes are trying to actually discover, that the hidebound conservatives of the establishment want to keep under wraps, perhaps for extremely good reason. If I was running a whole campaign of this I'd want to have some big secret that your players can slowly dig up bits and pieces of.

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    1. I like that Lord of Light concept (though it was Zelazny, not Vance). I mean, really you could port the concept into any setting (and that gives me the idea of doing it in a space opera setting, perhaps even like Vance's own Gaean Reach.

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  7. I feel like re-founding the University of Stamford and advertising it as "the only university Oxford is scared of."

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    1. If you have a couple of hundred million quid lying around, I'm in.

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  8. I mean, you say Ars Magica, I say pedestrian medieval simulationist mumblefest. Why not aim for the stars? Advanced Fighting Fantasy 2e gives you multiple Lore and Magic skills, organization and dominion-running details, extra-planar adventures, and absolute gonzo whatever you want, plenty of established magical schools with which to kick against the pricks, and all with a 2d6 system? You are the HERO!

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    1. Well, quite. I was hoping to demonstrate in this post that the institutional campaign could really be anything - and having your college set in, e.g., the Outer Planes would be great.

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  9. I also feel the Ars Magica vibes, which is no bad thing and can defo work in a D&D context by going the 'adventurers guild' route... that's an idea that needs application and thought in order to avoid Ren' Fair trappings. Lots of possibilities though and probably an excellent way to start world building from the bottom. Why are such 'guilds' (I don't like calling them that, personally) a necessity?

    But specifically a game about study/learning/experimentation in an outsider community? Then I think I'd sooner play Ars Magica, since it's one of the absolute finest RPGs of all time and one of the best campaigns I ever personally ran (and as I've mentioned before, I'm running out of life to do all this in.). If you haven't given it a go, I urge you to do so. I'd grab the 3rd edition, if you decide to take the plunge.

    As an aside, I met a strange man once at a party who told me he was an avid Ars Magica player. We swapped numbers, but I never heard from him again. One night, I was disturbed from my sleep by the telephone. Picking up, somebody says "OK...are you in for creating the potion of immortality?"
    Though alarmed and confused, I'm proud that I answered "yes".

    I asked who it was and, after a brief yet pregnant pause, he apologised and revealed his identity to be the man who I'd met at the party and that he was merely making an Ars Magica related call. He then put down the phone. A game to inspire lunacy!

    Shame, really. I thought my moment had arrived.

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    1. And was that it? Did you ever create the potion of immortality?

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    2. I'm not at liberty to divulge.

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  10. I would totally play such a campaign. In medieval Krakow, the guilds were each assigned a tower of the city wall to staff and maintain. Perhaps the rogue scholars could seek acceptance through such contributions to the city's defense, setting up a friendly rivalry with other institutions like the Haberdashers, Inn-Keepers (who had two towers), Comb-makers & Playing-card Makers.

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    1. Oh that's wild (about the Krakow tower system that is). The only time I've run into that idea is in Gene Wolfe's Book of the New Sun - didn't know it had a historical basis.

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  11. I mean, I'm all for it. This is, roughly speaking, the mode of play I'd hope for after the initial campaign in The Rest of All Possible Worlds.

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    1. You would make a good Vice-Chancellor of Stamford University, Edmund.

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    2. Actually, an Alt-Hist there/not-there University in Lincolnshire would make an interesting addition to Estengle, with or without me as Vice-Chancellor!
      [https://worldbuildingandwoolgathering.blogspot.com/2023/07/wrecked-heptarchy-bocage-puritans-stumps.html]

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  12. I recommend you try the T.W.E.R.P.S. Kung Fu Dragons scenario, les Dojo'ary Adventures

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    1. Was this a comment for my previous post?? Haha.

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  13. This feels like something you could hack with Blades in the Dark. Instead of rival criminal gangs, it's other guilds/schools. Hmmm.

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  14. This makes me think of a campaign based on the academic field trip to some distant exotic location. Perhaps with archeology as it's driver. Delve dungeons, rob tombs, set up a great museum and make your school famous.

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  15. I did in fact run this kind of game once: there were these little Koi fish-men in my Yoon Suin game, they lived in little ghettos in the Yellow City. They breed like fish do, communally, in these inner-sanctums where they keep the eggs, walled with gold to protect from radiation, the more gold the better. The ghetto was getting too small for their group, so they sailed across the sea and tried to establish a new colony--whenever they got gold, they'd either spend it or invest it in the walls of "the clutch" as the room was called, combo Temple and Champagne Room. The fish might live or die, but the Clutch was what mattered. My players managed to establish the clutch before "wildspawn" fever hit them.

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  16. Everyone mentions Ars Magica (and rightly so, as the system supports precisely that type of communal play), however I wanted to note that we played Ars Magica like Covrnant and mages in DnD 3rd ed, without much tinkering with the core system. The biggest change was assigning xp for practice and study and not just for killing. Game played really well.

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