Level up your descriptions with this one simple trick

While many people have tried writing long, expansive pieces about advanced techniques to run games and improve your gamemaster abilities, most of the best and most useful suggestions actually seem to come from very short posts. They are things that are so simply that there just isn’t much to say about them and no real point in elaborating on them with complex examples.

One such piece I stumbled upon in Bryce’s review of Zaratazarat’s Manse.

The rooms tend to start with a brief descriptor like “crammed storeroom” or “cluttered library.” I like this sort of overloaded room title stuff. It orients the DM immediately to the type of room to come and puts them in the right frame of mind to receive the description information following. You’re already thinking about a cluttered library and imagining it when you start to scan the description and I believe that helps to leverage the description to more than it is.

Boom. What an insight! I’m probably not the only person who reads tenfootpole but never buys any published adventures. That dude knowns how to build adventures, because he keeps reading and reviewing hundreds of them even though almost all turn out to be pretty terrible. And I think he’s exactly right on this one:

Start the description of a new room with “This is a [adjective] [room].” and then point out the interesting and relevant features.

This is stupidly simple to the point of being trivial. But if it were obvious, then everyone would already be doing it, and it would be in the GM section of every RPG. But it’s not. There are so many examples both in published adventures and written advice for new GMs in which the GM goes down a long list of details that obvious make a room a kitchen, while going out of his way to mention the word kitchen. And then the players are supposed to go “Oh, I think this might be a kitchen” and the GM can smile smugly and say “It looks to you like it could be.” This whole exercise is pointless. It accomplishes nothing. All that it does is provide more noise to drown out the signal. It’s not like players stop caring after three sentences of description. It’s simply that the average human brain can only process so much verbal information to construct a mental image from it. As a GM, you have a limited capacity for information that you can communicate in a description of a room or NPCs. You want to get as much useful information into that as you can and not waste anything on useless data. A good description should have as positive a signal to noise ratio as you can get.

Starting a description with an evocative adjective is perfect for that purpose. That one adjective provides a context for everything that comes after it. If I begin the description of a kitchen with being “filthy”, then the players will envision every knife, pot, and plate that I mention to be grimy and dirty and covered in who knows what without having to waste more of my precious limited words. By establishing a general tone for the room first, the players are able to imagine an appropriate space to which they can then add any further features that will be mentioned. Listing all the important features first and then trying to establish an overall feel and tone for the whole scene in front of the player will require me to wax on poetically for much longer than simply using a single good adjective at the very start.

What you don’t want is to get six disconnected features that the players all have to hold in their mind and then bring together into a single image. Instead of blind people describing the part of an elephant they are touching, begin your description with the big picture and zoom in. Start with a terrifying giant beast charging at you, then bother with mentioning its grey skin, huge head, and giant tusks.

It’s generally frowned upon in RPG circles to describe things to players in ways that mention how the PCs feel or what they do. (Which still doesn’t stop this from happening way to often.) And while this is generally right, you can go too far and be needlessly obtuse. Yes, evocative adjectives generally include some kind of qualitative judgement. When you call something filthy, overcrowded, cramped, or lavish, this can be a subjective opinion. But to a large extend, such things are not particularly controversial to say. There generally is a pretty good consensus about these things, so using them in discrptions for what the characters see does not intrude on the players’ agency to a meaningful extend. Telling the players “This is a filthy kitchen” is a very different thing from telling them “This kitchen is so filthy that it makes you feel nauseous and wanting to turn away in disgust.” Players might envision their characters as someone who is unaffected by filth and gore or feels offended more than disgusted. But even in those situations, the characters probably would not dispute that the place is filthy. Stick to adjectives that describe what is materially present, rather than feeling, and you should be fine. “Filthy” describes the room. “Disgusting” is more descriptive of the observer.

What I really like about this method is how stupidly simple it is. When you plan out a location and make notes for the individual rooms, you can put the primary adjective right into the description. Don’t label it as the “kitchen” but as the “filthy kitchen”. And when it comes to the players reaching the room and you pull out your notes to tell them what they see, simply start with reading out the name of the room. “This is a filthy kitchen.” I don’t think there’s any other method to describe rooms, people, or important object that gives you this much payoff from just a single word.

Vampire: The Masquerade: Northeast Passage

On the Reeperbahn, late half past one
If you got a girl, or got none
You will have great fun, that’s the way it’s done
On the Reeperbahn, late half past one

Who never in one cozy night
Strolled past the Reeperbahn’s lights
Is a sorry sod, ’cause he knows you not
Oh my Saint Paul’s, my Saint Paul’s by Night

Basically as soon as I started considering working on a Vampire campaign, I decided that it would have to be set in Hamburg. The premise of the game requires that it’s set in a major city (unless your deliberately want to run a nonstandard campaign), and every time I start worldbuilding on something, I always take a few moment to think if there’s anything from the Baltic Sea region that I can use. We almost never get to see our regional history an heritage make an appearance anywhere. The only thing you ever get is Vikings, and even those seem to always be shown far away from home. Hamburg is the biggest city in Northern Europe between London and Saint Petersburg, and it also happens to be where I was born and lived as a kid for 10 years (and I still pass through there pretty regularly). So it really was the obvious choice with no other contestants. And it turns out to actually have a lot of recent history that is great material for a Vampire campaign.

Hamburg

As a major city with a metropolitan area of 5 million people, Hamburg obviously qualifies as a perfect setting for a Vampire campaign. But once I started looking up various barely remembered details from places I remember from my childhood, I rediscovered so many things that not only make it suitable but amazing for that task.

While not nearly as old as the Roman cities in southern Germany, Hamburg has a long history that stretches back over a thousand years. The city really came into its prime with the rise of the Hanseatic League in the 13th century. Merchants from many important port cities on the Baltic and North Seas formed an extensive network of relationships that eventually grew into something akin to one of the world’s earliest megacorporations. In many of these cities, the Hanse merchants formed their own aristocratic class that often came to govern the ports as independent or autonomous republics. The capital of the League was in nearby Lübeck, which with modern city growth and transportation infrastructure is now part of the Hamburg metro area. In the Holy Roman Empire, Hamburg and Lübeck were among a small number of cities that had no lords and owed allegiance only to the Emperor himself. This arrangement lasted until the 1920s, and even today the city of Hamburg is one of the 16 states of Germany, only one administrative level below the Federal Government. The merchant aristocracy of Hamburg was so proud that they would not accept any medals or join any orders of foreign powers, as they would recognize no authority other than their own. There really is no doubt: In the World of Darkness, the Hanseatic League was undisputed Ventrue territory.

Early on in the 30 Years War, Hamburg invested heavily in new massive fortifications to surround the entire city, and it was one of the few major cities in the Empire that were never besieged or pillaged, but still had the war come right to its doorsteps during Wallenstein’s campaign against the Danish king Christian, whose possessions included the northernmost parts of the Empire. Hamburg and Lübeck marked the greatest extend of Naploeon’s empire in the North at the start of the 19th century. After a great fire in 1842, the rebuilding of Hamburg led to a great industrial boom. Growing into the third largest port in Europe and becoming the gateway for emigrants to America and where exotic goods from around the world would come into Germany.

24 Then the Lord rained sulfur and fire out of the sky from the Lord on Sodom and Gomorrah, 25 overthrowing those cities, all of the plain, and everyone who lived in the cities. He also destroyed the plants that grew out of the ground.

– Genesis 19

Ruin of St. Nicholas’ Church, destroyed in 1943.

In 1943, the British Royal Air Force launched Operation Gomorrah, and for a full week they attacked Hamburg with incendiary bombs. One night the relentless bombing exceeded their wildest expectation, with the inferno turning into a giant tornado of flames that incinerated much of the city. Later the amount of destruction and deaths from the atomic bomb in Nagasaki would be rated as “not nearly as bad as Hamburg”. Along with tens of thousands of humans, the fire destroyed a majority of the city’s vampires, including many elders of many centuries. There are few things that scare ancient empires, but this night haunts those who survived to this very day. Not even 20 years later, Hamburg suffered a great flood that devastated the poorest parts of the city in the South, there the old dykes had still not been properly repaired. Since then, things have been looking upward for the city.

Hamburg by Night

The classic style of Vampire: the Masquerade is one of urban decay and street gangs. While this was a very contemporary style in 90s America, it just really doesn’t make any sense for Hamburg in the 2020s. You could do such a version of Hamburg, but it just wouldn’t reflect the character of the city, even in a darker and more twisted way. With most of the historic buildings being completely destroyed by the two fires in 1842 and 1943, most of the current city only 70 years old. And with the hastily constructed concrete blocks from the 50s now showing their age and being considered eyesores, the city is giving itself a makeover of shiny glass and gleaming lights. It just looks very modern and crisp, with a booming economy. Industrial ruins and burning cars simply don’t fit into this place.

But even with such a shining exterior, there is absolutely room to fill it with evil and corruption. There are persistent stereotypes and jokes about German society and culture, which are so persistent because they are not exactly wrong. They don’t get it quite right and miss many of the finer nuances, but there is a lot of truth to that. And even with Germany as a whole, the “Northern Lights” have a reputation for being dour, joyless, and lacking in courtesy. In my experience, “Germany” is really just a language area. Culturally, people in Schleswig-Holstein, Hamburg, and Mecklenburg are Scandinavian. When we look South and see the Rhur Area with its Karneval, and Bavaria with its Oktoberfest, we just think they are all mad and an embarrassment to the whole county. It’s not that we mean to be rude or have no sense of humor or enjoying fun, but our regional culture puts a much greater emphasis of giving other people their space and being unobtrusive. We like not being bothered and extend that common courtesy to others.

Hamburg City Hall

But even so, it does take very little to go from courtesy to callousness. There is only a small step between not being nosy and willful ignorance, and between not rocking the boat and complacency. It’s easy to find yourself kicked out into the freezing rain. And the 1930s were not our proudest moments. This version of Hamburg that I am going for is one of order and oppression, but not enforced by police with clubs, but by social pressure. The police is not the hand of the oppressor, but the foot of the people, put down on those trying to disrupt a good thing. Corruption is not a serious concern of the people, as you don’t see it unless you want to. It’s not the drugs that bother people, but the junkies passed out on the sidewalks. Fighting crime is not about dealing with the causes, but removing it from sight.

Hamburg is an old Ventrue city. Shaped just as much by the vampires who infest it, as they are shaped by it. It is orderly, efficient, and makes a whole lot of money. It’s running smoothly, and the masses just hovering ever so slightly above poverty is by design. People who can’t afford to lose their job don’t ask questions or make demands. With Ventrue pulling many of the leavers that control the city, “Human Resources” take on the full horrific meaning that the term implies. The city and its industry does not serve the people. The people are the fuel and the grease that make the city run.

A City of Steel and Sin

While Hamburg is generally not considered to be among the fancy global cities of Europe, like London, Paris, Berlin, or Moscow, it is still a quite impressive place of its own.

The port of Hamburg is the third largest in Europe, after Rotterdam and Antwerp. Aside from its massive container terminals, it also includes several shipyards and oil refineries on the south side of the Elbe. Hamburg is also the site of the largest copperworks in Europe, an Airbus production site, and countless machine factories. It also has a major airport and a main train station with 12 platforms inside a single 150m long and 75 meter wide hall of steel beams and glass.

Hamburg is also home to the second largest cemetery in the Old World. Most cemeteries have a but stop. Hamburg Ohlsdorf has its own two bus lines with 24 stops. Right nearby are the Fuhlsbüttel prison and the Ochsenzoll Asylum, making for a quite unique neighborhood.

The Reeperbahn in the St. Pauli neighborhood is probably the second most famous Red Light District in Europe after Amsterdam. Originally the area started as a shanty town outside the walls of the cities Hamburg and Altona and became the home to all trades that were forbidden inside the cities. In the 1920s it fancied itself to be a glitzy and glamorous entertainment district the likes of Berlin, but after the war it was never properly redeveloped and turned into a crime-infested slum. In recent decades great efforts have been made to straighten it up and return it to its glory days. But it never lost its pride in its self proclaimed title as “The most sinful mile in the world.”

Synthwave-Noir is the new Gothic-Punk

Vampire: The Masquerade was created at the start of the 90s, with the first rulebook explaining it’s stylistic and aesthetic vision as “Gothic-Punk”. Some years ago, I had a long discussion with several people about the very question if this overall dominant style dates the game so much as a product of the 90s that it would no longer work for current groups of players unless you deliberately aim for retro-nostalgia. I think it was when I saw something or another about Bloodlines 2 (a Vampire videogame currently in development), that I had the thought whether the Synthwave aesthetic of recent years could be a viable way to transform Vampire into something that evokes very similar conceits in the present day.

Synthwave is a electronic music style that came to prominence in the late 2000, which makes heavy use of synthesizer sounds that strongly evoke the sound of 80’s electronic pop, and was hugely influenced by the music from the movie Blade Runner. But it uses these references and influences as a starting point for something that is new and actually quite different rather than being actual 80s retro music. For reasons unknown to man, Synthwave also has an extremely distinctive aesthetic for album covers, dominated by abstracted vector-graphic shapes in bright pink, blue, and orange.

While I personally think it’s very cool music, it also has a strong overlap with various visual arts. Probably the two most influential places where Synthwave got mainstream exposure are in the movie Drive from 2011 and the videogame Hotline Miami in 2012, both of which combine extremely brutality with detached coldness in a world of extremely evocative colors and lighting. Again, it is a style that is very reminiscent of Blade Runner, which also just got it’s own return in 2017, again with stunning visuals and sound. A similar style was also used earlier in Collateral from 2004, and in the super successful John Wick movies.

I think Neo-Noir and Synthwave in 2020 are really the spiritual successors that Gothic and Punk where in 1990. Back then, the name of the game was radical extravagance. Clothing, hairstyles, and makeup all carefully crafted to the smallest detail to be as eye catching and provocative as possible. Punks look dirty and sit on the curb with broken beer bottles, but their outfits are as deliberately designed and customized as the most dolled-up goth. Make no mistake, goths are totally aware that their outfits with full war paint makes them look like lunatic weirdos to most people. That’s entirely the point. And I think this is something that doesn’t really translate properly into the 21st century. It no longer comes across as edgy, just silly. Street gangs are no longer the boogeymen of the middle class, and today’s youth has more serious concerns than rebellion without a plan against the establishment. Maybe society has become more open to individual expression as well, and when your outfit can no longer provoke the boomers, then what’s the point of spending all these hours on it?

But while the typical Brujah and Gangrel styles may no longer be considered the cutting edge of what is cool, I think we’re currently at a point in popular entertainment that gives the stage to Ventrue and Tremere. It’s now the time of nice suits and Mercedes. When you can’t beat them, joining them starts to become attractive. Even if you first tell yourself that it’s to beat them at their own game. You also have that look in Kingsmen and the current James Bond movies, which despite being about public servants leaving carnage across the world in service for their states, really don’t have any love for authority.

And look: It’s our old friends pink and blue again.

It’s probably not quite an aesthetic you can go for with an Anarch campaign. But for a campaign centered around Ventrue, Toreador, Tremere, and Lasombra, I think this is perfect! And when you think about it, John Wick and his pals are living in their own Camarilla. And vampire society in the World of Darkness has always been filled with endless parallels to organized crime.

But Vampire is not only a game about politics. While it often seems to be forgotten and glossed over, it also presents itself as a game of horror. Big influences on me for what I imagine horror in my campaign to feel like are True Detective (Season 1, of course), and also Twin Peaks. I’m probably not able and also have no intention to make something as funny as David Lynch, but I really like the sense of eerie wrongness and malevolent evil in that show.

What’s so horrific about being a vampire anyway?

So in my old days, I actually started getting interested in Vampire: The Masquerade. Who would have thunk? It actually was one of the big games when I first came into RPGs at the tail end of AD&D, along with DSA, Shadowrun, Call of Cthulhu, and Legend of the Five Rings. I would have been too young for it when it came out, and already felt too old when I started looking at other games. By that time I already had it filed away as the game of leather jackets, frilly shirts, and terrible makeup. I leafed through a rulebook once, but didn’t find anything of interest back then, and basically forgot about it after that.

I don’t know how I got to that, but a few weeks ago I somehow ended up hunting down a rulebook for the 1998 Revised Edition and the 1992 Storyteller Handbook to get a glimps of how the game was originally presented, and then got the pdf for the 2012 V20 edition to have all the basic info and crunch for all 13 clans in one neat package. The game always proclaims itself to be “a storytelling game of personal horror”, but in no point in any of the three books is there any mention of what that means. Or what horror in general looks like when you play as a vampire. It says existence as a vampire is horrifying, but does not mention why. Like virtually all RPGs (except d6 Star Wars), Vampire assumes that it is completely obvious to every new gamemasters how you run a campaign, and that the setting is self-explanatory. You have superhuman powers and are immortal. Go and be scared.

But if you really comb through the text with arduous care, and keep pestering people on the internet what this game is about and what you’re supposed to do with it, there is indeed sufficient implication that it is a game about keeping hold of your humanity in the knowledge that you will turn into a monster that destroys everything still dear to you eventually, and that you’re stuck being a pawn of much more powerful people who will still be your uncaring asshole bosses centuries down the line. The game then sabotaged itself by getting sucked up in its own metaplot hype about the world ending next week, which would completely negate it’s own premise. But that’s one of the reasons I wanted to start with really old rulebooks. The initial vision and concept for games and game setting is universally much more interesting than the lore snarl that build up over time. Those are stuff for novels, but not playable game material.

But after a way too long introduction to the topic, here now my actual ideas how the premise of Vampire: The Masquerade can actually be used to make it a horror game. A fundamental part of being a Vampire is that the vampiric instincts called the Beast are completely inhuman, and that any humanity still left in a vampire is really just force of habit. Vampires act and think like people because that’s what they are used to and they are actively forcing themselves to repeat the familiar patterns of their life. But over time, keeping up these appearances becomes less and less important to a vampire, as they become nuisances and their original meaning forgotten. At the end, all that remains is a monster that has no concept of friendship or affection and exists only to kill. Not sure if the creators were thinking about it this way 30 years ago, but what this is is fear of dementia. The understanding that you will become something in the future that is horrifying to your current self. Something that you can do nothing to prevent it even while you watch it happening, until in the end you don’t even understand that anything is wrong. And on top of that you will also kill and destroy everything that matters to you and you hold dear.

But this is a very long and slow process that will stretch for centuries, unless you get killed before that. Not really something you can play out during the game. But what you can do is to have the players be confronted by the the things that await their characters in the future. You can show the players how other vampires lose the remainders of the humanity at different stages, making it clear that “this will be you”. Here’s a couple of ideas I’ve come up with myself. (Which totally should have been in the books from the start.)

  • Some vampires in the city have been killed one way or another. An elder tells the PCs that a moving company will be clearing out their places, but before that they need to get over to the dead vampires homes and kill their ghouls. Can’t have mortals with knowledge of vampires out in the street uncontrolled, with a terrible craving for vampire blood. If possible, the players should know the dead vampires, and perhaps met and talked with some of the ghouls as well.
  • A human friend of the PCs gets killed by another vampire. He apologizes that he didn’t know the person he killed was connected to them. He would have murdered someone else otherwise.
  • A young neonate calls the PCs because he urgently needs their help. He had a little accident while feeding and now has remove a corpse before it is found by humans, and really hopes to keep the whole thing from his sire.
  • The PCs are visiting another vampire at home, and as he lets them in, he apologizes that there’s still empty bodies lying around in his living room that he hasn’t cleaned up yet. Maybe rolling a corpse from the couch before offering them a seat. Or it’s wrapped in a tarp in the hall, next to a garbage bag that needs to be taken out next time he leaves.
  • If you want to take it a gear higher, a vampire could have a half-empty and half-conscious vessel around that he’s keeping for later.
  • The PCs are called to take part in a blood hunt for a vampire that has lost its last humanity and now threatens the Masquerade. This will be them at some point. For bonus points, make it a vampire the players know and have recently talked to.
  • Diablerie is considered the most evil and horrible crime that vampires can commit against each other, as drinking all of a vampire’s blood to gain his power is believed to also devour his soul. (And it can only be done by younger vampires against older vampires, and the old vampires make the laws.) A good introduction of this concept to new players would be to show how everyone is in a frenzy because a vampire friend of the PCs has been diablerized. For bonus points, the murderer was one of their friends as well.
  • During a blood hunt, a vampire the players consider to be quite decent gets really excited, because he assumes there won’t be any punishment for diablerizing the outlaw, and he has always been waiting for an opportunity to do it.

Planet Kaendor

I just discovered that I never actually finished writing this post that I had started five weeks ago. I guess better now than never.

So, Planet Kaendor. I used the name in several posts last two months ago as a tag for a new campaign I am planning, which is set in the same world as the Green Sun campaign I ran for the last half year, but with a very different approach. The world Kaendor is undergoing constant evolution, changing after every campaign to reflect what I learned from my experiences. Mostly this consists of throwing out stuff that I put into the world because I considered them regular staples of fantasy campaign settings, or I saw it somewhere and thought it is cool, but I realize as being either useless baggage or stuff that actually conflicts with the core ideas rather than add to them. The world started basically as “everything in fantasy that I like and could work in a Bronze Age setting”. But since then I moved on to the paradigm of “perfection isn’t when there is nothing left that can be added, but nothing left that can be taken away”. Better have a setting that does three closely related things very well than a dozen things that somewhat randomly sit side by side. Of course this frequently leaves gaps that need to be filled in, but that’s always also a potential to bring in great new elements.

Why Planet Kaendor?

While I always intended Kaendor to be purely a fantasy setting, many of the aesthetic influences I am aspiring to evoke come from the Planetary Romance genre and pulp stories that made little distinction between fantasy and science fiction. Going all the way back to A Princess of Mars and its world of Barsoom, and also including the Zothique stories, the movie Wizards, the visual style of Moebius, various adaptations of Dune from the 80s and 90s, and of course also The Empire Strikes Back and Return of the Jedi. And I always loved reading about Planet Algol. The working title “Planet Kaendor” is meant to be a constant reminder for me for what the ultimate goal of the setting is.

Many worldbuilders really like to just head out into the unknown and see where the process leads them. But in my own experience, this approach of adding whatever feels cool and like a good fit in the moment always leads me down to follow the established generic paths of the Standard Fantasy Setting. And there are more than plenty of those already, and I am doing worldbuilding primarily because the kind of setting I really want to see doesn’t exist yet. So ending up with another version of Fantasyland would completely defeat the purpose.

The Basic Premise

Kaendor is a world inspired by the continent Pangea during the Permian period, before the age of the dinosaurs, the Bronze Age civilizations of the eastern Mediterranean Sea (Mycenaeans, Hittites, Egyptians), and the Hellenistic Period (Macedonians, Achaemenids, Mauryas, Scythians). But the focus is on “inspiration”, not “adaptation”. A fantasy version of the Persian Empire surely exist somewhere, but Planet Kaendor is nothing of that type. Instead they are references for what kinds of animals can be found in the world, what technologies are available and what forms of social organization exist, and what kinds of sounds are used in personal and place names of the different cultures.

Two fictional settings that were hugely influential for me in inspiring the tone and aesthetic I am aiming for are from the videogames Morrowind from 2002 and Albion from 1995. Morrowind is really the gold standard for me for how alien you can make a fantasy world. The one thing that I found most disappointing about it was that the Dunmer, Drakonians, and Kajiit are sharing their amazing world with Romans and Vikings who live in English villages and castles on the southern coast of the great island. Their presence always broke the spell of having a unique fantasy world that isn’t like the regular generic stuff. Not too much to say about Albion, other that it made a huge impression on me with its alien jungle world. And again, it’s actually a sci-fi story about human astronauts crashing on an alien planet, which turns out to feel a lot like a fantasy world.

“Humans” Only

In the early years when I came up with the idea for Kaendor, I had the goal to make it like a classic Sword & Sorcery world. In hindsight, I think this desire held me back by years, as many of the elements that are rightly considered “classic” are not actually things I much enjoy in games. In particular the personality and motivations of Sword & Sorcery protagonists are not exactly what I consider fun to play for prolonged time.

One of these aspects that many people adamantly insist on as being essential is that a Sword & Sorcery world must only have humans. Which I disagree on, and creating an archetypal Sword & Sorcery setting is no longer a priority for me. But after my recent experience with planning encounters for a D&D 5th edition campaign, I really see how it’s not just dwarves and halflings being tonally out of place, but also orcs, goblins, lizardmen, and githyanki becoming a real crutch to pad out content with meaningless fights. Following the D&D encounter model is also something that has stopped being relevant for the Planet Kaendor campaign, but it still had me thinking about the subject.

Now because I really like the idea of a fantasy world that also is an alien planet with its own unique life forms, there are no people on Kaendor who call themselves humans and who look like humans. But for all intends and purposes, the Kaendorians are identical to humans. In the same way that Red Martians, Arkanians, or Quarians are virtually indistinguishable from the humans of their settings, except for exotic looking colorations. I also like about this approach so that you can’t say that these guys are the Europeans of the setting, these guys are the Africans, and these guys the Asians, and so on. As with their cultures, it doesn’t make much sense that you have direct analogs to human phenotypes on a planet that is meant to have evolved completely independently from Earth.

But in the end, I decided that the Kaendorians are still just like humans in all the ways they count. I did at some point consider making them like alien species in a world with no humans, but in the end we are dealing with a medium that is entirely verbal, and where the characters are played by people who are stumbling around trying to improvise a person more or less on the spot, which does include the GM, and so they all will act like humans anyway.

Mystical Magic

To some degree it lies in the nature of roleplaying games as systems of rules and mechanics that the applications of magic become formalized and follow regular structures. As someone who really got into RPGs with D&D 3rd edition, which is quite possibly the most mechanical and structured game that ever reached the market, this has been something that’s really been bugging me for a very long time. Magic does not feel magical when it consists mostly of math and geometry. The magic that you encounter in stories (which are not based on RPGs) is much more elusive and uncertain. You rarely have spells where a beam of light shots from the finger of a wizard and a breastplate of glowing light appears on the person it hits. What you have is sorcerers mumbling strange chants and throwing powders into a fire, and there might be hints of images in the flames or the shadows surrounding the clearing, and the sorcerer says that the deed has been done and whatever had been your problem or your wish has been taken care of.

That’s magical.

Magic in Kaendor is not quick, easy, convenient, and reliable. There is no magic to fart lightning or make a lantern hovering over your shoulder and following you around. Magic in Kaendor is mostly invisible and concerns itself with knowledge, the manipulation of minds, and the control of spirits. There is limited transformation of living things, but a wizard won’t turn into a huge dragon in a puff of smoke or turn a pumpkin into a luxurious carriage.

This elusive uncertainty also extends to magical creatures. The world of Kaendor knows only one kind of supernatural creatures which are simply spirits. No complex system of opposing cosmic armies with detailed hierarchies modeled after human societies. While spirits in physical shape resemble people, animals, or even plants, in their minds they are truly alien beings with incomprehensible thoughts and unknowable reasons. They are not helpful guides or protectors to mortals or demonic slavers and conquerors, but wild forces of nature whose reasons and motives are their own, and who generally care very little for the affairs of mortals.

Ruins of the Past

Something that has always been central to the concept behind the world of Kaendor, but never really became important in any of my past campaign, is the dominant presence of ancient ruins. The final act of the Inixon campaign played out in the ruins of a naga city, but in the end it really was just a backdrop and not an actual story element in itself. Nothing was learned about the city and there wasn’t really anything to learn about it. This is perhaps the biggest element that really needs to get a very different treatment as I am going on with Planet Kaendor.

Kaendor is a world drifting in time, with no clear understanding by the people currently alive about its ancient history, and no real sense of a meaningful future that lies ahead. As the people of Kaendor are concerned, the world now is the same as it has always been, and as it always will be. Evidence for this is found everywhere with countless ruins covering the forests and islands, lining the coasts, and sitting atop mountainous peaks. In fact, almost all major cities and towns are build on the ruins of older forgotten civilizations, with even older passages and halls being found beneath them. Constant slow changes of the environment regularly force people to abandon their cities as rivers dry up and fields turn into swamps, and castles fall into the sea. But they also open up new places that become suitable for farming and habitation, and each time new settlers arrive in these places they find that they are not the first ones to make them their homes. It is impossible to say for how long this cycle has been going, and the inevitability of all mortal achievements falling into ruins and being forgotten is an accepted fact of life.

Yet even when the people abandon a place that is swallowed up by the forests or sinks beneath the waters, there are always many things that are left behind. Vaults that were sealed by lords fleeing disasters, but who never returned to claim their riches. Treasures hidden away whose secret locations died with their owners until they  are revealed again by crumbling walls and eroding hills. As well as ancient evils trapped where no one would disturb or free them. Sorcerers are notoriously secretive about their arcane knowledge and rarely share their discoveries with others. Countless magical secrets were discovered and their knowledge shared only among a handful of people to be lost to the world with their death, but still exist on ancient crumbling scrolls beneath overgrown ruins in the wilds, waiting to be found by whoever stumbles into these old places that have seen no mortal feet for centuries.

Planet Kaendor is being written specifically with searchers of ancient magic in mind. Outside and beneath the major cities, ruined tunnels, castles, temples, and towers make up the majority of important places.  The various factions playing major parts within the politics of the setting are all greatly invested in the rediscovery and control of lost magic. These take the center stage in the design of the world, with other elements like economics, religions, and the everyday politics of the various city states fading into the background. The politics that are important to the setting are the relationships between powerful sorcerers and high priests who have the wealth and armies of their cities at their disposal, but whose conflicts are centered around the control of magical power.

Describing Consequences and Resistance Rolls

One thing that I always felt somewhat ambivalent about with PtbA games is how much they stress that the GM isn’t preparing the story for adventures and campaigns, but that everything is collaboratively decided by all the players. Apocalypse World  takes it to the extend that the setting is not defined at the start of the game but procedurally generated as the players get to come up with theit own answers about the world that they ask the GM.

Now I absoutely understand where this approach comes from and the motivation behind it. It is all too easy as a GM to get fixed on a specific idea how things should play out in the campaign, how everything looks and works in the setting, and how characters in the setting talk and behave. Players can’t read the minds of their GMs to understand the setting in the same way they envision it (unless the camapign is set in Fantasyland), and so their characters will never act quite like their culture is supposed to be, and they create backstories for their characters and declare that the do things which include technologies, institutions, and customs that don’t match the GM’s vision. Not getting too attached to the specific details of your setting and adjusting your plans to what the players do is good practice for all GMs. Creating the entire setting collaboratively during play certainly is one way to deal with this, but I consider it overkill. I think even when running a PtbA game, you don’t strictly have to do everything collaboratively and can have a perfectly good game by simply being accomodating  and working with the players’ initiatives instead of shutting them down.

It’s not how these games are supposed to be run, but it’s something where I am putting my foot down and assert that I know better than the writers. Giving the players considerable agency over their characters is important, but letting the players not only see how the sausage is being made, but participate in its production, is detrimental to the experience of discovery and mystery. In the case of Blades in the Dark, I am really not sure when the author intends for a question about a ruling to be considered internally by the GM, or openly discussed among all the players. But many sections make it appear like you’re supposed to discuss with the players the entire consequences that will happen if an action roll comes out as a failure or partial success. That’s collaborative storytelling to me, but seems antithetical to roleplaying. As a player in a roleplaying game, I want to experience the world and events from the perspective of my character, not as a member of the writing team.

I am fully on board with discussing with the players how they imagine things to play out of they succeed on the roll for their action. That’s perhaps my number one favorite piece of advice I like to give new GMs asking for help: “Always make sure you understand what a player is trying to accomplish.” The mental picture of a situation in a player’s head is always somewhat different from the picture in the GM’s head. Almost every stupid, random, and suicidal action that a player announces makes complete sense in the situation that the player envisons. When a player randomly start to fight a gazebo to the death, it’s almost always because the GM did not successfully communicate the situation for the current scene. As GM it’s your job to first solve this confusion before having the players make hopeless rolls that make them upset about being randomly punished by the consequences. That part of the BitD action resolution system I get fully behind.

But the way the game explains the handling of negative consequences seems actually utterly bizarre to me. To quote the game itself:

The purpose of threatening harm is not always to inflict it, it’s to describe it. The threats become manifest in the minds of everyone playing, even if they’re avoided.

The bad outcomes are spoken aloud. They hang there in the room as horrible potential. They’re scary. Then the player gets to roll their resistance, look you in the eye and say, “No. It’s not that bad. I take the stress instead.” It’s empowering.

If you do it like this, then you are already describing the entire scene and stating it as fact. And then you ask the players if they want to use their option to rewind the scene, make a Resistance Roll, and have the scene play out less severely in exchange for taking stress.

That just feels completely wrong. Again, this is collaborative storytelling. This is not putting yourself in the role of a character who is actually experiencing these events. This approach creates distance between players and characters, the opposite of what we want in a roleplaying game.

And it’s completely unnecessary to implement the existing mechanic in actual play. Instead, you can simply phrase it like this:

You slip off the roof and fall down to the street below, crashing onto the stones which causes a terrible pain going through your leg. Is it broken?

Now the player can decide to say “Yes, it’s broken” and take a level 2 injury “broken leg”. Or declare “I roll on my side and check my leg, and realize that fortunately it’s only a twisted ankle” and make a resistance roll to see how much stress he takes and a level 1 injury “twisted ankle”.

Or take this:

He deflects your blade with his shield and you see his sword hitting you right in the hip. Did the blade impale you?

Again, the player can say “Crap, that got me, I am done for” and take a level 3 injury “impaled”. Or he can say “There is a lot of blood and terrible pain, but my armor just deflected it enough to save my life” and take a level 2 injury “slashed side”. (No stress because armor allows you to resist one hit for free.)

You can do this with any consequence that a player can chose to resist. Describe the consequence to just before the “point of impact” and ask the player if it’s really as bad as it looks. You still describe it, you still speak it out loud. You still get the effect of all the players knowing “this is what would have happened if he had not resisted”. But by phrasing it as a question first you don’t need to retcon something that was already described as having happened. Yes, you could have described in gruesome detail how a PC has his head sliced off and fountains of blood cover all the other PCs nearby before asking the player if he wants to resist. But you don’t need that to make the players feel the gravity of what was just avoided. Movie directors and comic artists figured out a century ago that you don’t need to show all the gory details. It is often much more effective to merely imply it and let the audience fill in the blanks. Telling the players “you swing wide and suddenly see the heavy axe blade falling right on your neck” is completely sufficient.

Instead of calling Cut! and winding back the action, you have the player right at that moment where you felt the impact but are not yet sure how bad it is. It’s the moment between your hand getting caught and feeling terrible pain,  but not yet having it pulled back to see the state and remaining number of your fingers. These are the moments where the adrenaline kicks you righr in the chest. It’s the exact moment in a story when the tension is highest. Why would you cheapen this with a tension deflating retcon?

I think it might actually be more memorable to let the players hanging with “what could have been”. It’s up to their own fears and anxieties to fill in that gap with an undefined feeling of dread, which is much more unsettling than telling the players the details of what did not happen.

When it comes to players having the option to use a mechanic to alter the outcome of an event on their characters, simply phrase it as a question. No need to make it a statement and then having to undo it.