Showing posts with label Gazetteer. Show all posts
Showing posts with label Gazetteer. Show all posts

Tuesday, 7 January 2014

Wish fulfillment


Well, that seemed to work like magic. Yesterday I wrote, "My Gazetteers are falling to bits - when will they hit D&D Classics?"


And the answer is... Today. 

So, making sure that I get the wording exactly right - you never no what aspect of the ritual is responsible for the success of the spell: "My Creature Crucible books are falling to bits - when will they hit D&D Classics?"

Friday, 10 May 2013

Hex Maps as In-Game Artefacts


The Second Empire of Humanity was dominated by Law. Angels lived deep inside the ziggurats, directing the affairs of humanity, motivating the Empire to civilise the heathens and bring order to the wild and weird beyond borderlands. Within civilised lands, Law demanded that the lands and people of the Empire were categorised and recorded. A key institution in this project was the Imperial School of Cartography, which instituted the model, maintained to this day, of idealised depictions of the nations of the Empire.

Something like this:

It is a shame that the Gazetteer series (and, actually, a lot of the BECMI D&D range) were not built to last - hardcovers were for the 'serious' AD&D gamers, it seems. Loose soft covers, unwieldy, if beautiful, hex maps - every time I dig something out of my box of GAZ goodness, the small tears grow a little bit bigger...  

Hex maps are wonderful gaming tools. They allow GMs and players to abstract movement and exploration to a level perfectly suited for sandbox play. More, they present the perfect foundations for a variety of sub games - domain management, trade, and war, for instance. It seems a pity, therefore, that when a player sees maps such as these, he or she sees them as objects that disassociate them from his or her characters in the game world. Thinking about this while on a lung busting run in the gym - incline up, heart rate at dangerous levels - I figured; 'why not make the hex map an object that exists in the world, so that when players consult a hex map (or fill one in, when mapping the wilderness ala The Isle of Dread) they can imagine that their characters are seeing the world abstracted in a similar fashion.'

[Of course, the production of hex maps that evoke these classic designs is within the reach of everyone, thanks to Hexographer.]

Tuesday, 17 July 2012

Mystaran Bullet Points


So, I have established the key concepts that I am borrowing from Titan. As I wrote, these are the sort of things that I must continually remind myself of when building the world of Hammerstein!, else it degenerate into pseudo-historical beige, unfit for adventure. But what about Mystara – the D&D world so lovingly detailed in the Gazetteer and Creature Crucible supplements, and the Voyage of the Princess Ark? What can I take from this world, and what must I rule out?


1. Pseudo-Vikings as neighbours to mock-Arabia, which is right by fantasy Rome, is a feature not a bug. Variety is the spice of play. Every place should have a strong ‘theme’ – who wants to trek through umpteen ‘realistic’, barely distinguishable medieval towns? – and there need not be a ‘realistic’ logic to their arrangement [All the Gazetteers, essentially]. This complements onto point 3, 4 and 5 of the Titanic Lesson Plan.

2. The world is post-apocalyptic, and conceals hidden cities [B4 The Lost City] and lost valleys [B10 Night’s Dark Terror]. There were once powerful civilizations, and their treasures and secrets are waiting to be discovered, as well as their twisted, degenerate remnants [see also the DA Blackmoor series, and the Azcan, Oltecs, Nithians etc. of the Gazetteer prehistories and the Hollow World]. In Titan we have the War of the Wizards, Carseopolis, etc., but the more thoroughgoing the apocalyptic prehistory, the more dungeons there are in the world. See point 1 of the Titanic Lesson Plan.

3. Ships are cool. When, thousands of years ago, I moved on from the dungeon bashes of the D&D Basic Set and opened the blue box of the Expert Set, I was immediately excited by the idea that adventurers could not only explore the forests between the town and the dungeon, but they could buy, hire, or steal a boat and journey to the Isle of Dread. Or the Island of the Lizard King. Or explore the Seas of Blood. Sea travel, especially to islands, presents the possibility of filling the world with unexplored areas, and with cities and cultures that are radically thematically different. Again, this can keep the world small, varied, and civilization isolated (points 3, 4 and 5 of the Titanic Lesson Plan). Also, pirates.

4. If ships are cool, flying ships are cooler (but rare) [the Voyage of the Princess Ark, PC1 Top Ballista!]. These are present in Titan, too; there is at least one, the Galleykeep [Creature of Havoc, The Trolltooth Wars].

5. Mageocracies are fascinating. In small measures. Thus, Glantri > Alphatia. In a world of magic, at least some places will be the domain of wizards and sorcerers. Not all of these powerful magic users will be one of the multiple big bads of Titan. Indeed, given that the world is inherently fantastical, magic plays an important role in all societies, even those that are not ruled by magicians.

6. And finally, for now, adventurers are rock stars (see point 8 of the Titanic Lesson Plan). The only way I can fit something like GAZ 4 The Kingdom of Ierendi into a world that I could comfortably run is to combine Ierendi with Titan’s Fang [Deathtrap Dungeon and Trial of the Champions], maybe with a dash of Blood Bowl. Many adventurers are motivated by fame, more than they are by power, or even money. They are psychologically different from normal people, even ‘normally’ powerful people, the kings, generals, merchant-princes, thaumaturgic professors and bishops of the world. As an aside, in a world of magic, gods, and demons, it is entirely right that these non-adventuring powerful people are more often than not ‘high level’ (or game equivalent) people in their own right. The D&D standard of having all bishops  be level 9+ clerics, all kings as level 9+ fighters, etc. makes more sense (see counter-lesson 2, below) in this kind of world (while it certainly doesn’t in settings that attempt to emulate a historical period with a bit of magic glossed on top), as long as there is the XP mechanism for advancement other than by adventure. This path of non-adventuring advancement could be just for NPCs, though I dislike systems that mechanically differentiate PCs from NPCs, or from monsters even.

There are, however, two things that I cannot take from Mystara when building the world of Hammerstein!

1. Nations. The whole of the Known World is covered by nations. With borders, routes of communication, standing armies, etc., it is difficult to envisage that civilization exists as points of light amid fantastical peril, or that the world is small world but fantastical threats make travel perilous [points 3 and 5 of the Titanic Lesson Plan]. Cities might cast a civilizing shadow on the nearby countryside, but actual nations should be unusual and/or loosely bound.

2. A preponderance of high-level characters. “What? You’ve just written that high-level characters are justified.” Yes, I suppose this is a system rather than setting problem. It depends on the power scaling of the game. The power scaling of D&D works better in world where almost no-one is name level (which is always the impression that I got from AD&D1e, with the low demi-human level caps implying, to me, that even though humans could go further, only the superheroic did so). In Mystara, there are thousands of 36th level magic-users, and that’s just for starters. In a game world in which there are tens, perhaps hundreds, of thousands of people with high-level adventuring skills, what is a PC to actually do? However, in a game where even ‘high-level’ characters are vulnerable (WFRP, AFF2e, or a BRP/RuneQuest game, somewhat like OpenQuest, say…), having 150% in close combat or knowing a vast array of sorcery spells is all well and good, but you’d much rather those crazy adventurers dealt with the dragon than risk your 15 hit points…

I’ll get round to what I want to borrow from the world of Warhammer soon.  

Sunday, 3 April 2011

Perfect 10

My adventurer's foray into Deathtrap Dungeon ended in the shortest number of sections that I can remember reading, at least when not taking the certain death option for a laugh. Ten. 10. Including section 1.

My adventurer was baked to death in the tunnels of Deathtrap Dungeon. It is difficult to remember whether the liquid in the bamboo container is a trap or not 20-odd years on.


This tunnel is getting a little hot. I'll press on - I've got a LUCK of 11. Oh, what, surviving a hot tunnel is a test of SKILL? But I rolled a 1 at CharGen!


I didn't learn very much from this read of Deathtrap Dungeon, but every time I think about Fang and the Trial of the Champions I am reminded of the way in which I can solve the 'Ierendi problem'. You can keep much of that Gazeteer's zaniness - a key part of Classic D&D - if you add a dash of the Deathtrap Dungeon/Port Blacksand flavour to spice it up a little.

Wednesday, 26 May 2010

Known World, Old World


The Known World was my first fantasy role-play setting. A little continent of archetypal fantasy settings in the Dungeons & Dragons (D&D) Expert Rulebook (1983), with a short description of the setting in the accompanying module, The Isle of Dread, it was expanded in great detail throughout the 1980s, mainly by way of the superb Gazetteer series, until it became the world of Mystara. It is a high-fantasy setting with a light, humorous atmosphere. And it is a lot of fun if played that way.

The Old World is the world presented in the first edition of Warhammer Fantasy Roleplay (WFRP) (1986). A faux-Renaissance Europe dominated by the Empire, corrupted from within by petty human failings and the shadow of Chaos, it was a setting richly detailed in the superb The Enemy Within campaign. It is a low-fantasy setting with a dark, humorous atmosphere. And it is a lot of fun if played that way.

In two imaginary worlds, and their associated game systems, we have neat encapsulations of the gulf between American and British pop-culture. One the one hand you have the Justice League of America, on the other the Justice Department of Megacity One. The Known World of D&D is bright, clean, and [super-]heroic. The PCs survive (mostly), save the world, defeat the evil, and grow powerful and rich. The Old World of WFRP is dark, dirty, and a grim struggle. If the PCs survive (and there’s a good chance they won’t), they merely forestall the spread of chaos, before they are permanently disabled fighting a pickpocket in a filthy alley, grow sick, and die in poverty.

And for a GM, or player, these two worlds and systems have, between them, all the rules and well-presented colour to run fantasy campaigns of whatever flavour you want. I have recently returned to roleplaying after a long period away – getting a degree, becoming a husband, getting a PhD, becoming a father, and breaking my body on the rugby fields of Yorkshire and South Wales. Those 15-20 years have given me a different perspective on what I want from a roleplaying game. This blog is about the Known World and the Old World, the game systems that they were built around, and my thoughts on playing these classic roleplaying games.