Wednesday, 7 March 2012

Don't get too excited about this...


The Enemy Within returns (to WFRP3e).

Whatever it is, it won't be this (which doesn't mean that it won't be good).

h/t The Altdorf Correspondent

p.s. Has anyone (who likes WFRP1e) played WFRP3e? Is it as bad as it looks, or am I just being a grognard?

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.

Monday, 5 March 2012

Painting in Primary Colours


I have lots of D&D material. AD&D1e, AD&D2e, and my beloved BECM(I[*1])/RC. A cupboard full of the stuff. But I haven’t played D&D in ages. Recently, we've been playing WFRP1e and 2e in our gaming group. And lately, I've been really interested in running RuneQuest/Legend (or OpenQuest) recently. I like the elegance of the d100 system, the bloody death that awaits characters who charge thoughtlessly into combat. I’d been considering it as the engine for a new sandbox campaign, with a world to be generated from the ground up (with some components acquired by unashamed robbery from existing campaign settings, fantasy fiction, and legend – I wouldn’t even file the serial numbers off). To satisfy my desire to both GM and to play, I convinced D to run this campaign as a co-GM, populating the world through a developing array of random tables and a library of stock elements. With no great secret plot driving the action, rather the decisions of the PCs, co-GMing is not much of a problem. And, anyhow, if you are unable to separate player knowledge from character knowledge, you are not going to make much of being a GM anyway.

But what do we come up with? A Viking-based, low-magic, all-human campaign, in which the PCs are tied to their community and culture by 'realistic' economics and a Pendragon-based personality system, with one or two adventures per game year. Giving the campaign an epic, intergenerational scope. I am not saying that is boring. It certainly got me and D excited. But will it excite the players in our campaign in quite the same way? This is a campaign concept that you really need to buy into. I have a strong feeling that, at the moment, some of the players in our group want their game painted in a few more ‘primary colours’ rather than the seven shades of, er… grey that is a well done WFRP or RuneQuest game. And that isn’t just in terms of the game style – killing monsters and taking their stuff >over> scrabbling, unrewarded, in the dirt – but also in terms of game mechanics – I’m a fighter, I’m a wizard etc. lets get to it >over> I have a range of skills that mostly overlap with yours. These things, of course, are a spectrum – skill-based systems have class-like archetypes, and class-based systems, even RC D&D, have skill systems, and campaigns about fighting dragons and clearing out the kobold caves can have gritty elements, just as a campaign that began wrestling in the Middenheim mud with a pox-ridden beggar[*2] might end with a Trollslayer, a Wardancer, a Knight, and a level 4 Wizard facing down giants and chaos warriors.


More than that, there's the structure of our gaming group. My wife and I have just had a second child. The other GM in the group has two children (and a non-gaming wife). This produces play sessions are short compared to what we might once have played - 3 hours is about the typical maximum - and, potentially, irregular. If we’re gaming weekly, we’re doing well. The other players, well, I’ve got a feeling that they would be far more into a ‘killing monsters and taking their stuff’ style of campaign – I am pretty certain that, for all they enjoyed Shadows Over Bogenhafen, for example, the lack of combat and character reward[*3] did not match expectations.

So what game and play-style is geared towards quick, episodic thrills and easy fun? My thinking is a sandbox campaign, with a hex map populated by small dungeons – strongholds, encampments, ancient tombs, sewer systems, caves, and dense forests – with random tables and improvisation generating the world on the fly in order to generate a sense of real player/character freedom. Put aside any worries about the world having a ‘realistic’ economy [*4], ‘realistic’ geography, or ‘realistic’ cultures – in Mystara for example, the Viking analogue culture complete with Scandanavian analogue geography immediately abuts an Arabian analogue culture and geography. So what? There is also a flying Gnomish city, an Empire of 36th level Magic Users descended from extra-dimensional ‘humans’. And if you really want the problem of unlikely neighbours, there is a nation of Halflings living in a late-Medieval rural English idyll right next to a plateau of magical Native American analogues. And all this makes it fun. Not mindless fun, not even cheap fun. Just primary coloured fun.

But what rule set? Well, I can’t use AD&D1e. Why? I can’t make head nor tail of the arrangement of the rules in those books, I never have been able to. I love them, but it is like reading someone’s house rule document out of context. AD&D2e [*5] is a goer, and I’ll be able to make use of the rulebooks that I had shipped from Scotland to the Caribbean [*6] the Christmas of their release. Those books are well travelled companions of mine. BECM(I)/RC is also a goer – many of those books are also the original having assembled all the GAZ/PC series etc. over the years I have endless optional rules and classes to incorporate, and campaign locations and NPCs to steal. Largely, though, I see D&D and AD&D1e/2e as essentially the same game. Alternatives would be Dragon Warriors, or Advanced Fighting Fantasy 2e, though the D&D nostalgia, and the weight of the D&D cupboard, bear down on me. The default settings of those two do contain important flavours to stir into the mix – the darkness of Dragon Warriors Legend takes some of the edge off the high fructose corn syrup of Mystara, and a dollop of Titan adds a very British spice. But in the end, this will be a world that develops from player/character action (and overt player suggestion), GM improvisation on top of some sketchy preparation, and random tables – let the dice decide!

*1 I don't have the Immortal Set. I do own one Immortal level module - The Immortal Storm -, and I think I'd have to be in a pretty special headspace to consider running it.

*2 Sorry, I mistyped. You are the pox-ridden beggar wrestling in the mud. And it is fun.

*3 The PCs were all still alive at the end. What more do they want?!

*4 Though I will be returning to my series (currently stalled on part 1) on ‘fantasy’ economics – did you know, for example, that a BECMI Magic User can earn 3,000GP per month for sitting around in someone else’s castle?

*5 What is the ‘problem’ that some have with AD&D2e? It is still recognisably A/D&D, unlike 3e and on.

*6 Releasing the Monstrous Compendium as a ring binder rather than a book was a nice idea, but made it awkward to post internationally in the 1989.

Wednesday, 1 February 2012

YOU are that old.

New Fighting Fantasy? By Ian Livingstone? Yes.

To celebrate the 30th anniversary of The Warlock of Firetop Mountain? Yes. We are that old.

Set in Titan? No. Boo.

Still, zombies. But aren't they sooo last year?

<thanks to Lloyd of Gamebooks>


p.s. I voted for Escape From Zombie Castle...

Thursday, 12 January 2012

Heroquest TPK

C was missing from last night’s game night, so we played Heroquest rather than continuing our WFRP2e adventure. S played the Evil Wizard, and chose to begin with the first adventure of Return of the Witch Lord. The Barbarian, played by D, died in the first room we entered (“this is a game for kids, right?” he asked), from which poured seemingly endless undead and two Chaos Warriors. While he was doing his loincloth and sword thing, my Elf and A’s Wizard fled into a room from which there was no escape. The Elf held the doorway, running out of Body Points when there were just two Skeletons, after which the Wizard went hand-to-hand with the putrid foe, and won! The Wizard then wandered the board, with just one Body Point left, searching for traps, searching for treasure, until there was nothing left to do but open another door. More Mummies! Despite my suggestion that the Wizard attempt to lead the slow Mummies on a chase, leaping a pit trap (which he would have a 50% chance of surviving), which would kill, on average, half of his pursuers, the Wizard bowed to the inevitable and stood toe-to-toe with the ancient Nehekharans. And died.

Your Adventure Ends Here.


No, we didn't even get close to his front door. We died in his Porch of Doom.


Though it doesn’t say so, I think that the heroes you bring to the fallen city of Kalos are meant to be a little more experienced and tooled up that the straight-from-the-box-heroes we ran. Nevertheless, according to S, the Evil Wizard, there were just a handful of monsters left on the map when the Wizard finally died. If we’d played with the Dwarf, and made some slightly different decisions, we might just have scraped through to the Gate of Doom.

Thinking about number of players and level suitability got me thinking about early D&D modules, which were often recommended for relatively high numbers of players. Given that I've most often played with 3-4 players, these modules couldn't be used at the recommended levels without some careful thought. More, I'm not sure I'd want to play with 8 or so players. One, that's too many to fit around a table - and it's a recipe for a cup of tea going crashing all over character sheets at the least. Two, it's far more likely to be difficult to GM - not only are some players and their characters going to melt into the background, but splitting the party makes plenty of in game sense, and that can be a big headache for a GM. What do people think are the optimum number of players? Does this vary between games? What about multiple characters per player (a solution I'm not keen on)? Is it all down to producing sufficient meatshields?

Saturday, 7 January 2012

Karak Angaz Miners' Welfare


I've just put the static grass on the base of the last Slayer for my Dwarf Blood Bowl team - the Karak Angaz Miners' Welfare. They're a mix of Dungeon Bowl plastic linesmen, a bunch of very old metal, and two more contemporary Slayers. Okay, still to paint is an old metal version of Barik Farblast, and I've still to pick up a Deathroller...

Still to come; earning a living in BECMI D&D and in WFRP1e, and more pictures of miniatures that I started painting months and months ago and have only just got round to finishing.