Since my last D&D campaign wrapped up, I’ve been thinking about where to go with fantasy campaigns in the future. The campaign always felt the most fun and entertaining to me as GM, when it was the least like D&D, and I didn’t really enjoy running it during the parts that were conventional dungeon crawling. These past weeks I’ve been spending a good amount of time with researching and working on ideas about fantasy campaigns that are not either “kill lots of monsters to get rich” or “kill lots of monsters to stop the Dark Lord”.
This hasn’t been a completely new thing for me, as I’ve been coming back to the questions of what fantasy RPGs could look like if they are not mostly fighting for the sake of fighting. But after running D&D 5th edition with a group of mostly other D&D GMs as players, and often talking with them about how certain things worked out, it’s become really noticeable for me how much “kill lots of monsters” is baked into the most fundamental assumptions of most fantasy RPGs.
One new idea I was pondering was to make a campaign that is all about exploration, revolving around characters who are explorers driven by curiosity instead of greedy treasure hunters or killers for hire. Almost everything that is written about exploration in RPGs really is about mechanics for overland travel and wilderness survival. Which to me isn’t exploration. That’s a resource management minigame. The remaining part about exploration is discovery of wondrous places, things, and phenomenons. This can be a very considerable draw and player motivation in videogames, but visual art to be experienced at your own leisure doesn’t translate to a almost entirely verbal group activity. To really play a roleplaying game, you need interactivity and you need a story. And exploration and discovery in itself is not a story. They are elements to support and embellish a story, but the story itself still needs to be about dealing with obstacles. “Exploration” is not the answer. It’s something that I definitely want to be a major part of future campaigns, but I think it does not work as a simple replacement for “treasure hunting” to achieve the shift that I want.
After making the choice to step back from exploration as the main goal and focus, I had some talk with other GMs and players about what a fantasy campaign could also be, which led me to looking at and thinking about games like Blades in the Dark, Pendragon, Ars Magica, Legend of the Five Rings, and Call of Cthulhu. Which all are very much not dungeon crawling games. And something they have in common is that the player characters generally don’t fall into the category of “adventurers”. There is fighting in these games and there are plenty of ancient abandoned places, but adventuring is not the profession of most PCs. Now I don’t have any interest in playing an anthropomorphic toad in a waistcoat that drinks tea and debates human rights with a giant talking mushroom. Or even a nobleman discussing strategy and the justice of their fight against evil neighbors in a throne room. I still want the adventure, with spooky caves and weird monsters. But perhaps stepping back from the idea of the PCs being full time professional adventurers might be a step into the right direction. Instead of facing constant violence and threat of death as a way of life, it can be an extraordinary event in the lives of the PCs? And something that is dispreferable, not just ethically but also mechanically.
Okay, now after this very long preamble, I come to my actual point: I’ve been browsing though my favorite works of fantasy/adventure fiction to look for characters who could make interesting templates for PCs in a fantasy RPG without really fitting into the adventurer category.
The very first thing I notice with these is that more or less all of them are supporting characters, who provide primarily moral support to heroes who are legendary masters of combat. Indiana Jones isn’t really that known for his amazing fighting skills, and Bilbo counts as protagonist on grounds of being the point of view character, but I think you see what I’m getting at. (Ginko is clearly the hero of his story, though.)
They are people you wouldn’t pick as backup when planning to go into scary holes in the ground or face savage foes in battle. (Except Olga and maybe Lando.) But they all do end up in circumstances where this becomes a necessity and handle themselves very well, often ending up participating in the resulting violence.
What could a campaign look like in which all of the player characters are people like these? Where they are not following around a master swordsman, gunslinger, or elite special agent? Really more a hypothetical concept at this point than even work in progress, but a direction I really want to follow further.
It makes me think that perhaps some kind of Apocalypse World hack would be really well suited for such a game. While there a piles and piles of those, strangely enough almost none of them are high fantasy games. The only notable exception is Dungeon World, which I think completely dropped the ball by trying to recreate the experience of D&D. What’s the point of playing D&D adventures with mechanics designed to be a full anti-D&D? Unfortunately I am not familiar with the ins and outs of AW hacks, and the one that is the most similar to my idea is an example of what specifically not to do with the system. So I don’t feel like I should be the one to make it, but it certainly would be neat to have one.