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

Saturday, 6 July 2019

Speaking of Random Tables

The other day I mentioned the importance of random tables in generating a dynamic world in which the GM can feel like they are also playing the game. 

Well, popping up one my 'reading list' is Konsumterra of Elfmaids & Octopi with "d100 Horrible Dungeon Decor". And some of the entries really are fantastically horrible - in a good way (I guess) - that will really make your 'underworld' a little more than a narrow stone corridor that is handily the dimensions you've assigned to the squared paper that you are using.

This is not quite the sort of random table that produces a 'living world' - that's more the domain of tables designed to be used in play, at the table. But it (along with the vast quantities of other tables that Konsumterra produces) are a great way to kickstart your old, idea-free GM head.   

Friday, 5 July 2019

The GM is a player too...

There is always a steady trickle of people landing on this blog via my 'Pathetic Aesthetic' post. I sometimes check and see if someone new is misinterpreting it as a manifesto to be a 'dick GM', if someone new is reading the title (and the title alone) as if I hate 'Old School' games, if someone new can't spot the (what I thought was) obvious self-deprecation and exaggerated partiality, etc. Sometimes it takes me back to old discussions that I had forgotten, such as this one on the now defunct Porky's Expanse. In there, I noticed that I'd make a contribution to the comment section, which I think is worth repeating here:

"We often forget though that the GM is a player too..." I agree. And funnily enough I'd make a case that games that don't shy away from the PCs 'enjoying' pathetic fates are best for reminding us about this. NOT because these pathetic fates are the result of 'dick GMing' determining pathetic fates by GM fiat. But because, by making the fate of the PCs a result of the interaction between the mechanics, the setting, and player choice, the GM can enjoy the unfolding play without worrying about trying to rescue the PCs or put them back on track to the correct solution.

And as for 'awesome'. I've got nothing against the word. I want *some* things in my games to be awesome. And when the PCs come across these things, take part in them, or even are them, I want there to be some sense of awe."

I think that stuff like random tables, wandering 'monsters', rules for 'getting lost', reaction rolls, morale rules etc. all make the game dynamic for all the participants. In fact, I'd say that a key task for any GM engaging in world building is putting together the random tables - of encounters, events, NPCs, reactions etc. that will make the game a living thing in play. 

Friday, 22 June 2012

Rapid Dungeon Generation


After weeks of not playing anything other than boardgames (face-to-face at least - I've been playing in an online Age of Treason game [which uses Legend rules], GMed by the writer of the book, no less), tonight was meant to be the beginning of a short(?) trip down memory lane. Variously, illness, children, holidays, and being a local anti-folk 'star', have all hampered getting on with any substantial roleplay gaming over the past couple of months. In an effort to reboot the enthusiasm that had drained away, I suggested we get back-to-basics and play a bit of D&D. And I mean actual, honest-to-goodness D&D. Something quick, easy, and unpretentious. Faced with a very short space of time in which to come up with an adventure, I allowed the dice to roll and to rule. I pulled Advanced Fighting Fantasy 2e off the shelf and used its dungeon generation system (described here, by Coop) to create a hook and a cave system, and then went to the Mentzer Basic Set to generate monster numbers and treasure hoards. I choose the monsters, added some unique (and fun?) features, uncovered the 'why' of the dungeon. I ended up with this mess of notes:


Enough to run a game off, especially when fresh in my head. And then I check my phone... game cancelled. Bugger. Well, in that case, YOU (my players, that is) might well be getting this dungeon 'horrored' up with reference to Crypts and Things. YOU have been warned!

Monday, 16 April 2012

These Bandits are Different


So you've rolled 'bandit' on the Wilderness Encounter table? Roll 1D12.

I used to live about 5 minutes from Dick Turpin's grave

These bandits are…

1 …cannibals. They are happy to take captives, but don’t bank on a ransom. Degenerate human beings with teeth filed to a point and crude tattoos on their face, their lair contains piles of human bones, the flesh boiled and picked off. The leaders of this band wear bone armour. They show little interest in the wealth of their victims, taking any useful tools and some decorative items, while leaving what anyone else might think ‘treasure’ at the site of the ambush.

2 …children. Feral children wearing feathers and scraps of animal skins ambush travellers by hurling rocks, using slings, and firing makeshift bows. Dangerous enough – they are twice as numerous as an equivalent adult bandit gang – they can take down small groups of travellers through a combination of surprise and complacency. Local folklore often mistakes the children for goblins. The children mainly raid for food supplies. The leader, a fat bully of a boy who calls himself the Wild Boar, is protected by three ultra-loyal bodyguards equipped with stolen short swords and shields. Though they are happy simply to seize supplies, they are capable of vile sadism if they capture adults, while captured children are brutalised into becoming a member of the feral horde. If the gang has existed for more than a few winters, it is likely they are being used, unwittingly, as a proving ground – a cadet force, so to speak – for some greater evil.

3 …revolutionaries. Motivated by a political concern, these bandits are fighting to overthrow or cast out the local oppressors. The ruling class of the area is of a different religion and/or culture to the ordinary people and the petty landowners, or perhaps their target is simply the very idea of a ruling class. These bandits will pick and choose their targets according to their cause, but revolution is not cheap, and they will be more than happy to rob and ransom strangers with no interest in local politics. These bandits may well be ‘part-time’, taking off their disguises and melting back into local settled life after each job, slowly building strength. Their wilderness camp is likely mobile and temporary, so prisoners kept for ransom might find themselves being ‘educated’ in the cellar or outhouse of a sympathetic local while they wait for a ransom to be paid. Worse fates await those suspected of being agents of the ruling class.

4 …heroes. These are the bandits that the minstrels sing about. Local heroes, those running the wrong side of these bandits you will likely find little help from the ordinary people. They maintain their hero status by a combination of methods. Essentially proponents of progressive taxation, these bandits prey on travelling merchants, redistributing some of their loot to the local villages and hamlets who offer them covert support. More, these bandits are usually happy to settle for a ‘contribution’, preferring to arrive at a peaceful end to an ambush. This preference for peaceful resolution rather than bloody murder is not only, nor even mainly, the product of any moral sense. Rather, having a reputation for leaving travellers unharmed and in possession of at least some of their wealth is safer and more profitable. Surrender is definitely an option.

5 …disinherited nobles. These bandits are certain that they are really too good for all this. Young men who were brought up to expect a life of privilege and ease, these bandits make a speciality in preying of the poor and weak – there is nothing more galling to a landless, destitute noble than a commoner with any property or wealth. People of ‘class’ are more likely to be treated with respect, as nothing would bar their route back into high society quicker than acquiring a reputation as someone who overturns the natural order. The very worst that a noble traveller might face is a contest, for a healthy wager, in a suitable noble pursuit – a joust, perhaps, or falconry, or even a poetic challenge.

6 …ghosts. But they might not know it. The ghosts of hanged bandits, perhaps even an afterlife assembled super-group of famous bandits from centuries past, these bandits are in it for the gold. But they can never handle it, they can never amass any wealth. Much less spend it. However, joining with (or using) a banditry minded adventuring party for one last big ‘score’ might well be a tempting path to eternal rest.

7 …murder cultists. These bandits worship a local murder god, most probably a deified bloodthirsty bandit leader of a few centuries past. One of these is Mick o’ t’Moor, portrayed in lurid wall paintings as a grinning, black-eyed, throat-slitting madman. This groups’ banditry is a religious imperative, and with religion comes rules. These bandits are bound by a strict code of ‘ethical’ behaviour and taboos all based on the life of Mick o’ t’Moor, as portrayed in popular ballads. Core beliefs are that the must never raid on the first day of the week – this is the day of ritual preparation – or the last – this being the day of (similarly ritualised) debauchery. The group always aims to take their targets alive, as this allows the cultists to kill their captives by using a garrotte or curved dagger, depending on which version of the ballad they follow. After each raid there is the ‘Candlelit Account’, at which the group evaluates the monetary worth of their latest haul with a series of call and response chants. There are, however, several versions of the ballad, each with their own, implacably opposed, cult of bandits with slightly different rituals and taboos. Nothing pleases the evil god that is worshipped as Mick o’ t’Moor more than murder, so in this case the improvisation of troubadours might well be divinely inspired.

8 …environmentalists. These bandits are ‘men o’ the green’, armed worshippers of Jack Leafbrow, a misanthropic nature god. They have no interest in ordinary travellers. That is, unless they leave the litter of civilization in the woods, befoul the streams, start fires, chop down trees, kill game (especially for ‘sport’) – in other words, unless the travellers behave as ordinary travellers. However, while the followers of Jack Leafbrow might well kill travellers who have defiled their sacred wood, they would much rather extract penance. Rarely is this penance monetary – what use do they have for coin? – but often takes the form of some service, or sacrifice. This might, at worst, involve the travellers volunteering the life of one of their number as a blood sacrifice to purify a sacred grove, but might be as simple as offering worship to Jack Leafgreen, or providing the bandits with some extra muscle, magic, or mundane skill, that their group is currently lacking. Given that Jack Leafgreen is watching in the woods, refusing, or attempting to trick these ‘bandits’, might have extra-natural consequences.

9 …smugglers. They don’t want to take your stuff, but they likely have few scruples about lightening your load. It is doubts about the security, and, more than that, the secrecy of their own stuff that is most likely to produce conflict. Travellers will most likely not think the smugglers are anything other than ordinary merchants, unless, by way of an adventurer’s curiosity, greed, or simple accident, they learn of those crates of black lotus hidden under the inordinately well-guarded turnips. Given that the smugglers are in it for the profit, need to maintain their routes to civilized lands, and more than likely have all their wealth, and some of the wealth of some very powerful and brutal people invested in the cargo, a peaceful resolution is preferred. Or, at the very least, a resolution that neither upturns the ‘apple’ cart nor attracts any more attention.

10 …collectors. These bandits want something very specific. It might be that they want it for their own leader, or that they are stealing to order for a greater power. The thing that they want might be an item – a magic item, or item of great craftsmandship carried by one of the travellers, perhaps – or a person – there are more than a few decadent keepers of humanoid zoos in this world, and, as with works of art, the story and origin of the ‘item’ is at least as important as the object itself. Even, it might be an ‘item’ within a person – an idea or a story, perhaps. More than any other, these bandits are most likely to be well organised, with a plan formed with the travelling party in particular in mind. Anyone rich enough to be a collector will hire professional mercenaries, intelligent, skilled, and equipped, but also with a keen sense of when the danger exceeds the promised rewards. With people willing to pay for their swords across the known world, these are not desperate men.

11 …slavers. Travellers waylaid by these bandits stand a good chance of surviving. Unless they are sick, old, or simply too strongly spirited. These bandits are well connected – it is difficult to move a train of people across country unless there are at least a few eyes turned away – and work a regular route. They will often attempt to force surrender with as little actual combat as possible, and will pretend to be more interested in goods and coin, which people part with more easily than freedom, until the victims are securely bound. Then begins a forced march to the nearest city in which slaves can be sold at market, unless, that is, they are collecting slaves for some greater evil – a wicked baron or demon-aided sorcerer, perhaps, who have out-of-the-ordinary plans for the use of human life. While the slavers might make a terrible example of one or two of their captives, they usually have an interest in reaching market with their wares in good condition.

12 …privateers. When you want to damage a neighbouring barony, kingdom, or city state, but don’t want to start a war, what do you do? You might ‘encourage’ banditry just over the border. These bandits are armed, rewarded, and deliver ‘taxes’ to some neighbouring power. Their allegiance might well be an open secret, but there will likely be no appetite to escalate the conflict to full blown war. What there will be an appetite for, however, are heroes willing to clear these bandits from the borderlands, and more, to capture any of the leading bandits – who also happen to be well connected men in the political and military hierarchy of the sponsor. Capturing and discretely ransoming the son of a guildsman, a young knight, or an officer in the city watch might be a more powerfully effective solution to the problem of bandits in the borderlands than the sacrifice of blood and treasure demanded by the gods of war.

Tuesday, 6 March 2012

Building From the Ground Up


"What does your Character want to do?"

"How should I know?"

Giving PCs 'world knowledge' [*1] is a central problem of a sandbox campaign. Sure, the Character part of 'Player Character' knows, in principle, a lot about the world, but that doesn’t, in itself, much help the Player. If we’re running a tightly plotted 'railroad', the GM can tell the Player what the Character knows, as appropriate. What is appropriate is determined by the plot, and perhaps moderated by a skill/characteristic check. But what is 'appropriate' world knowledge if you are trying to build Player (and Character) agency into the game at a more fundamental level?

(An aside - I'm aware that I'm teaching fish to swim, here, for most people who read this.)

Well, a Player will never reach the level of world knowledge that we have about our own, real, world, which allows us to act freely, to make any number of decisions of where to go and what to do, given adequate resources. We are not constrained by our lack of world knowledge, but by our family ties, employment obligations, duties, social norms, and our limited resources. PCs in a sandbox campaign are not only constrained by these factors, but also by the fact that the Player making decisions on their behalf hasn’t spent 20/30/40-odd or more years being socialised into the geographical, political, social, and mythic possibilities of the incomplete, fictional world in which their Character adventures.

What are the sources of world knowledge for Players? Well, obviously, a GM might provide a description of the setting as a handout. The D&D Gazetteers actually did this quite well, with a players' section that described what characters might know of the history, myth, politics and social structure of the region. Something similar for a DIY setting need not be so detailed [*2] – it is the player’s job to ask questions. The players can put meat on the skeleton that the GM provides, either by prompting on-the-fly-world creation or by engaging in collaborative world creation themselves.

"What is the most important local festival?"

"I don’t know – didn’t Locnar the Brave grow up here? You tell me."

Of course, this needs inventive players who have bought into the concept. And the GM always has the privileges of elaboration – to flesh out the one line concept in ways that might surprise the player – and, of course, veto.

A much more evocative source of world knowledge are maps (a good post on the subject of maps can be found on the Hill Cantons blog). A staple of fantasy fiction a map covered in place names and geographical features should excite any adventurer. The map doesn't need to be accurate, or to scale, or of an area much greater (at the start) than of Threshold and the surrounding few miles. A hex map might allow exploration to be mechanised somewhat, but a more abstract map might serve our purposes – of giving PCs the possibilities to act – just as well.

And then we get to rumour tables (there's a nice rumnour table here at Blue Boxer Rebellion). The world should hum with the chatter of rumour tables. They don't necessarily need to be random – though we might enjoy letting the dice decide, and there are various ways of doing this, some of which (especially in skill based games or games that use characteristic checks) can reward roleplaying – but NPCs (even generalised as 'the people in town are talking about') provide ways to populate the developing fantasy world with possibilities for adventure. A more structured way of providing adventure appropriate world knowledge is the use of patrons – but the Players should have been provided with enough information about the possibilities of patrons for their Characters that the GM doesn’t need to turn every night in the pub into a speed-dating session for out-of-work strongarms and potential sugar daddies. With enough world knowledge, of the right kind, the Players should be able to seek out patrons, and their choices ought to be so unconstrained that their decisions force the GM to create patrons on the fly to meet the actions of the players. Fewer notices pinned to trees in the centre of Nuln, more PCs creating the world-on-the-fly, even if they don’t know it, by thinking up original ways to get paid to kill monsters (or whatever).

But two bog standard standard features of a D&D-style game are really exciting me about building both the world and Player world knowledge – random encounters and randomly rolled treasure. An encounter in itself is pretty adventurous, and there is no reason why it should be so simple as, 'You run into some bandits. Fight!' Daddy Grognard has been developing 'An Adventure for Every Monster'. So far he’s up to Cockatrice, so there a lot more monsters to come. My thinking at the moment is that there is no reason that random encounters couldn’t perform an even greater world building role by incorporating MORE random tables. Tables of adventure seeds and geographic features would create three points of variation providing interesting (and potentially very strange) perpectives that can be quickly fleshed out by GM improvisation on the structure of bare bones.

You can build a whole lot of stuff from bare bones.

And last, treasure, the point of much of this adventuring, can itself provide a great in-game source of world knowledge. Lots of adventures do this in reverse – the PCs are tasked with recovering the Sceptre of Dismay from the cannibal bandits of the Jagged Hills. More often than not, that involves the GM telling the PCs what to do. Doing it the other way round, the PCs find a sceptre after exploring the Jagged Hills marked on their maps, investigating a rumour that they heard several sessions. The PCs acted, the GM filled in the world. And while the GM has an idea of what the sceptre is (and this should be fixed, lest it become a quantum sceptre), what the PCs decide to do with the sceptre that they found will both flesh out its ‘reality’ and its future – shaping the game world at both a meta-level (what exists in the world and how are these ‘things’ related) and at the level of its fictional history (what happens in the fictional world once the existence of these things are decided). Again, Daddy Grognard has been filling his Adventures of Every Monster with interesting treasures, and has started a complementary series, 'A Horde for Every Treasure Type'. Wow. But he’s not the only one, we have the WFRP Random Treasure Generator, of course, and we have RuneQuest/OpenQuest found 'Found Items' HERE and HERE. Honestly, the latter link, to the list of Found Items at the Chaos Project, makes my own list seem paltry. 342 entries! But, hey, this game is building a world from the ground up, so here is a d10 table of shoes!

1 A pair of indigo dancing shoes in immaculate condition, in an elegant, plain wooden box.
2 A barrel of foul smelling vinegar, in which float 13 pairs of leather shoes.
3 A pair of knee-high riding boots. Etched into the hard leather is a dragon, with small red crystals for eyes, that coils up the wearer's thighs.
4 Three pairs of wooden clogs; small, medium, and large.
5 A pair of armoured boots with a nasty barbed spike on each toe-cap.
6 A rough sack filled with dirty children’s shoes. There are 20 pairs and 6 odd shoes.
7 A pair of fine shoes, suitable for a gentleman, with a hidden compartment in each heel. One heel contains a ‘lucky’ gold coin of an obscure design. The other contains a small green silk pouch containing white powder that acts as a stimulant.
8 A pair of glass slippers to fit very small feet. One of the slippers is chipped and is crusted with old blood.
9 A pair of sandals. The hairy feet of the previous owner are still inside them, cut off at the ankle.
10 A pair of waders made from seal skin that smell of the rancid oils used to waterproof them.


*1 'World knowledge' isn't about Players knowing the facts of the world, but knowing their Character's 'possibilities for action'.

*2 Although there is no reason why this handout need not be an ever growing document, providing short pen sketches of significant NPCs, organisations, and locations. The Players cannot be expected to retain the world knowledge of their Characters between sessions, so a well organised handout that develops into a guidebook (easily enough managed now we’re not building worlds in school exercise books but on endlessly editable electronic documents) might be one of the best ways of externalising the world knowledge of the characters without relying on the GM re-cap/prompt that might restrict PC agency.