Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Wednesday, 29 January 2025
The Adventurer's Vow
Friday, 24 January 2025
Mode, Not Genre or Type
We tend I think to classify or categorise campaigns into genres (fantasy, SF, horror) or sub-genres (high fantasy, sword and sandal); or into particular 'types' (hexcrawl, megadungeon, etc.). In a recent post, I suggested that there are a lot of 'types' of campaign that have not really been systematised in the same way that the OSR has managed over a course of decades to really finesse the matter of how to design and run a megadungeon-based, and to a lesser extent a hexcrawl-based, fantasy (more specifically, sword and sorcery) campaign.
It was suggested to me in the comments on that post that a better way of thinking about things is that there is out there a fairly limited number of campaign styles that might be said to function at a higher, transcendent level of abstraction and which each have a set of key principles that it would be worth elucidating. For example, the fantasy megadungeon campaign might be said to come under the umbrella of a larger campaign style that we could, putatively, call 'anchored raiding and looting'; the fantasy hexcrawl, on the other hand, might fall under 'roaming'. The advantage of thinking about campaign modes, as I will call them, in this way is that it allows us to come up with some principles for each which are transferrable between different genres or scenarios that fall under the larger mode.
Some suggestions for modes, and the principles governing them, would be:
- Anchored raiding and looting: a mode of campaign in which the PCs are self-directing rogues whose main aim is to amass wealth through plunder, and where the action circulates around an 'anchor' location. Key principles: biased sandbox (i.e. open-ended but with the assumption that a particular location is the focus initially); advancement chiefly through treasure accumulation; assumed high character fatality rate. Key tools: wandering monster tables; methods of stocking; location design principles; etc.
- Roaming raiding and looting: a mode of campaign in which the PCs are self-directing adventurers whose main aim is to amass wealth through plunder, and the where the action is in an 'open world'. Key principles: genuine sandbox (open-ended wiith no anchoring location); advancement chiefly through treasure accumulation; assumed high character fatality rate. Key tools: random encounter tables; wilderness survival rules; travel rules; etc.
- Merchanting: a mode of campaign in which the PCs are self-directing adventurers whose main aim is to amass wealth through trade, and where the action is in an open-world with a pre-defined or discoverable set of resources, trade-routes, and arbitrage opportunities. Key principles: genuine sandbox but with assumed relationships between geographical locations; advancement chiefly through profit; assumed low character fatality rate. Key tools: ways to calculate fluctuating prices for resources; rules for travel; ways for generating competitors; etc.
- Investigative: a mode of campaign in which the PCs are solve mysteries or unearth knowledge. Key principles: confined sandbox (in a well-defined geographical location or set of geographical locations); advancement chiefly through solving/unearthing; assumed low character fatality rate. Key tools: relationship mapping; ways to generate clues; etc.
- Exploration: a mode of campaign in which the PCs discover hitherto unknown (to them or to the world at large) places. Key principles: open sandbox; advancement chiefly through visiting new places; assumed low character fatality rate. Key tools: wilderness survival rules; detailed and exciting rules for climbing, swimming, etc.; random encounter tables; random map contents; etc.
Wednesday, 22 January 2025
An Incomplete Theory of -Taurs
It is easy to 'grok' (sorry) centaurs. Half-human, half-horse, their behaviour and culture is obvious: they are souped-up raiders of the steppe - Scythians, Huns, Alans, Massagetae, Mongols, Comanches - who like to daub themselves in blood, drink from the hollowed-out skulls of their victims, and live a life of freedom and liberty under only the vastness of the sky.
The centaur model of 'human torso/something else hindquarters' is widely deployed (manscorpions, wemics, formians, bull centaurs, bariaurs, etc.), but rarely thought about. I would like to here postulate some important principles governing its optimal use.
First, it seems important that '-taurs', as I will call them, have to be based on an animal that has a roughly elongated, oblong torso in order that it can be easily imagined without giggles. Bull centaur works, because one can imagine a cow with a human torso coming out where the neck and head should be. Seagull -taur doesn't really work, because it conjures in the mind an image which is intrinsically a bit silly. Similarly, a -taur should not neuter the most interesting characteristic of the base animal. A crocodile -taur is a bad idea because it takes away the snappy jaws which are a crocodile's best feature.
Second, it is a worthwhile endeavour to think through what it is about a prospective -taur that makes it worth creating aside from the aesthetic. A bull centaur is a good concept because the thought of a thing that is half-human and half-bull in temperament as well as physique is both conceivable and cool, and because it suggests certain abilities (to 'charge', to get angry, etc.). What good, though, is a giraffe -taur or camel -taur? What are they bringing to the table in terms of flavour, basic concept, abilities, and so on?
Third, a good -taur has a suggestive role or culture that fits in with both halves. The centaur is a bit like a person and a bit like a horse not just in terms of how it looks or feels, but in terms of how it behaves and what it does. The same is true of a bull centaur - an aggressive, impetuous, single-minded, beast that entirely lives up to the stereotype of the angry bovine. What, though, about the bariaur - what would it mean for human beings to be more 'sheeplike' or 'goatlike'? What would the culture of the aforementioned giraffe -taur, or a rhino -taur, lion -taur, wolf-taur, etc., be?
Fourth, I will go out on a limb and say that I prefer the physical size of the real-world creature to be roughly commensurate with that of a human. One problem with bariaurs is that human beings are a bit too big to imagine sitting on the hindquarters of a sheep or goat - I know sheep and goats, and that would be ungainly. Don't get me started on formians or manscorpions. Part of the genius of the centaur is that it requires no shrinkage or giantism.
With all of that in mind, what are some suggestions for good -taur concepts, and how would you describe their character and culture?
Saturday, 18 January 2025
Distance and Vastness in Hexmaps
The world is extremely big. It's hard to appreciate how big it is without spending a lot of time of it on foot, and without making the effort to notice the bigness. But once one does, one cannot help but reflect on it. Landscapes contain, and conceal, great vastnesses of contents which the mind struggles to really grasp.
The photograph above was taken from the top of the highest hill in the town in which I live. It looks out over parts of the city of Newcastle upon Tyne, and to beyond. I would like you to notice two things about it.
The first is that the hills in the distance, the Cheviot Hills - where the red arrow is pointing - are about 40 miles away. The hill from which the picture was taken, Sheriff Hill, is only about 500 feet high. This is a simple but important thing to observe: from a mound of any sort of prominence, it is possible to see very far indeed across a roughly flat landscape.
The second is that between the viewpoint in question and the hill pointed to by the red arrow there is a very great deal of content. There is an entire city in the way, for one thing, as well as one of the country's largest and longest rivers, not to mention a large number of villages, entire towns, many smaller hills that just look like low undulations from this distance, streams, ponds, lakes, marshes, forests, heaths, and fields. As well as this, there is a large number of ruins, castles, churches, monasteries, monoliths, caves, chasms, and other features which one might describe as 'interesting' in some way. The world is full of stuff to interact with, especially in a fairly crowded and historied place like England - to an almost self-parodying extent. It might not look like it, because so much of the contents of the world are coyly hidden when it is examined from a distance. But one need only roam around it to discover the extent to which this is true.
I have written a lot about what you might call the DMing side of these phenomena - namely, the importance for a hexmap to have a proper density of contents. (See the loosely connected series here, here, here and here.) But it is also important for PCs to be given the sense that they are immersed in a landscape of the proper bigness - that, if they climb up a hill and take a look around they will see an awfully big world around them, and that they will also get the sense that it is filled with stuff to do and places to explore if only they are motivated to look. This - conjuring in the mind the awesome scale and fullness of what lies before them in confronting the abstraction of the hexmap - is of vital importance in conveying to the players the impression that a campaign setting is something that is going to be rewarding and exciting with which to interact.
Monday, 13 January 2025
Authority at the Table
Friday, 10 January 2025
Repository of Incompletely Systematised Campaign Types
This post is a proposed Repository of Incompletely Systematised Campaign TYpes (or RISCTY - yes, I went there) for D&D and other fantasy tabletop RPGs.
What is an incompletely systematised campaign type? In essence, it is a campaign type which OSR and wider nerd game blogosphere luminaries have not yet managed to exhaustively flesh-out through elucidating general principles, providing generalised or specific advice, coming up with iterative methods for generating content, producing substantive gameable material, and so on. In practice, it is probably best understood in opposition to the quintessential Completely Systematised Campaign Type - the megadungeon. Thanks to the hard work and applied wisdom of generations of deep and serious thinkers, nobody in 2024 who has access to the internet and knows what the acronym 'OSR' stands ought to have any difficulty setting up and running such a campaign, and will find a vast wealth of content that will help him to do so - indeed, scientists say that the number of blog entries dedicated to the matter of successful megadungeon campaigning would wrap around the Earth fifty-thousand times if printed out on postage stamps laid back to back.
Other more or less Completely Systematised Campaign Types would include the sandbox hexmap 'Western Marches' style campaign (even if I still think nobody has really come up with a way to make wilderness travel evocative and interesting) and perhaps the urban, city-based type.
Incompletely Systematised Campaign Types that I think any sane person will at some point have entertained will include:
- The Lord of the Flies/Lost/Robinson Crusoe style campaign, in which the PCs are washed up ashore in some improbable spot without possessions of any kind.
- The underwater campaign, in which the PCs are inhabitants of an actual below-the-surface hexmapped region, or where most of the play takes place in such a setting.
- The saltbox campaign, in which sea travel, ship-to-ship combat, weather, trade, and so on are made the focus.
- The virtuous sandbox campaign, in which the PCs roam about doing good (although I have jotted down some ideas about this)
- The institutional campaign, in which the PCs have adventures in a narrowly-defined single location such as a monastery, university, cathedral, castle, etc.
- The murder-mystery investigation campaign, with bonus points if the mysteries involve the use of known D&D spells
Wednesday, 8 January 2025
Chaos: The Investigation Without End
Over the Christmas break, I caught up on a bit of reading for 'pleasure' with CHAOS, Tom O'Neill's account of his madcap 20-year effort to get to the heart of the Manson murders. I don't think this is a spoiler - the effort was fruitless. But the book does throw up a huge amount of fascinating speculation, and thereby succeeds in casting a lot of doubt on the 'official' story as to why the Tate-LaBianca killings happened. It may be the only book of its kind - devoted to debunking a widely accepted version of events and then, Rashomon-like, giving a smorgasbord of other options to believe in without itself committing to any of them. In the end, I don't think it quite works, but it is at least a riveting read.
The experience of reading CHAOS, in any case, struck me as a good metaphor for a problem that has always made it difficult for me to conceive of running a genuine investigative 'mystery' game - namely, coming up with an Agatha Christie-level scenario that the players can solve, which doesn't feel too easy or too hard, and which doesn't rest on the tabletop RPG equivalent of pixel-bitching. That is to say, good mystery stories are like intricate faberge eggs in which every detail matters and the solution requires careful elucidation and focused awareness of all moving parts. And this isn't what tabletop RPGs excel at - RPG players are mainly good at causing, well, chaos, like a herd of bulls in a series of china shops. Coming up with a good, interconnected series of clues, NPCs, etc., in such a way that a group of players can figure out a way to the final mystery without getting sidetracked feels like a prohibitively difficult challenge.
RPG mysteries, in other words, strike me as being rather like O'Neill's frustrated attempts to uncover the truth about what really motivated Charles Manson. He starts off with a curious sequence of events - the murders themselves. And then he starts pulling at various threads which lead him to a haphazard collection of encounters with drug dealers, record producers, Beach Boys, former police officers, district attorneys, private investigators, washed up actors and has-beens, Hollywood stars and CIA spooks. He learns about elephants being dosed up with LSD, the infiltration of hippie-dom by the FBI, the corruption of the LA Sheriff's Office, possible murders incompetently disguised as suicides, free love gone wrong, torture and mayhem. It's very entertaining. But it goes nowhere.
It reads, in other words, rather like the 'Actual Play' from an RPG campaign (Unknown Armies, maybe?) in which the DM flung together an initial mysterious scenario and a big cast of NPCs, locations and events connected to it, without having a clear idea in his own mind what was really going on behind the scenes or what 'really happened' - and then just let the PCs have at it and see what they stumbled through. And whenever it seemed like they were about to exhaust a lead, he'd throw three more into the mix. It strikes me that somebody could easily run a campaign that way almost indefinitely, with the PCs going about ostensibly investigating something (a murder, a paranormal event, etc.) and from there simply uncovering yet more mysteries, going down rabbit hole after rabbit hole, having weird encounter after weird encounter, and never actually coming to an end. This would be a sort of open-ended investigation in which the journey was everything and the destination nonexistent.
This, I think, would at least be achievable and is, I suppose, what is really implied behind the classic idea of a Call of Cthulhu campaign - a sort of sandbox of plot hooks that the PCs pursue until death or insanity claims them. But would it be satisfactory to actually play?