One Page Cultures

Dealing with cultures in a campaign setting is always a tricky issue. There are a lot of good reasons to provide a good range of different cultures with unique and distinctive character instead of going with some kind of generic Standard Fantasy Setting. But at the same time there’s always the very real risk of excessive lore dumps that make the setting less accessible to newcomers. While Tekumel and Glorantha always looked quite intriguing to me, I was never able to get even a foot into the door, so to speak. There’s so much and I don’t know where to begin reading. My goal with releasing Ancient Lands material is not just for it to be read but also to be used in actual games. I don’t want to write fiction (at least with this undertaking) but to create RPG material. Good RPG material.

So when chosing a format to present the various cultures I have created for the setting, making it so that it’s accessible and useable are the key considerations. That means it has to be short. Or as Bryce tends to put it in regard to adventures “terse and evocative”. Short enough to make people willing to read it even when they have no investment in it yet, evocative enough that it makes them want to have it in their games, and providing the kind of information they need to actually use it effectively. So the format I am fiddling around with now is the One Page Culture. One page of text of text has to be enough to cover all the essential facts.

But what are the essential facts? By which I mean “necessary or highly useful to present the culture in an actual adventure”. When I read about cultures in RPG books or other fantasy world, there tends to be a lot of stuff that might be somewhat interesting to read as entertainment, but is almost impossible for the players to actually encounter except in the form of an infodump monolog. So the main consideration is: “What aspects of a culture will the players be interacting with?” Limiting the full length of the description to a single page is a means to ensure the whole thing doesn’t get bloated with descriptions of cooking and embroidery. These are the things I found to be the most relevant for GMs to run a game, in no particular order.

  1. Who are the important people? Probably the most important thing for players to know. When they get to a village or stronghold, who are the people they need to talk to if they need something. Who are the people who matter for things related to adventurers?
  2. What can they do for you? Once you know what kind of leader or official you need to talk to, what kind of assistance can you expect to get from them and what are the limits imposed on them by their society?
  3. Who are the troublesome people? In addition to people who could be of help to the players, there’s also those who could mean trouble to adventurers. Witches, inquisitors, doomsday preachers, and so on.
  4. What can they do to you? If the players have run ins with these people, what kind of threat are they likely to pose?
  5. What services are available? Different cultures may have different good that they are producing exclusively or have various restrictions on what may be sold or provided to outsiders.
  6. How do they fight? What type of armaments are used by warriors of the culture and what’s the common composition of a group of armed people? Do they rely on certain tactics or are there special rules who can be in charge of such a group. Where would warriors be found in an average settlement and in what numbers?
  7. What do settlements look like? While the specifics about different architectural styles are of little consequence, it can be quite useful to have a general idea of the common layout of a settlement for each culture. In some cultures the hall of the chief or the shrine may be in the center, while in others they may be found on a prominent hill at the far side of the main gate. Or the shrine may not be located within the settlement itself but some distance away from people’s homes.  Some cultures may have tall stone houses, others circular single-story farm house with thatched roofs, or underground burroews. It doesn’t have to be alaborate, but if you keep these things consistent the players might quite likely recognize the patterns.
  8. What are shrines and temples like? Since adventurers tend to have to deal with various supernatural poisons, diseases, and curses and may have other needs for divine aid, shrines and temples are going to be places that are quite likely to be visited on several occasions. Giving a brief description of how the culture builds its shrines, how priests look like, and what requirements and restrrictions are in place for assisting outsiders can be a great boon to making a culture appear distinctive. Deep theological concepts or religious celebrations are usually completely irrelevant in actual play.
  9. What animals are around? This item is important for the Ancient Lands in particular, but can be useful for describing cultures in general. If the animals found in settlements are not the typical European farm animals, then what kind of mundane or unusual critters are around instead? The Ancient Lands don’t have horses, cows, pigs, or dogs, but many similar roles are filled by various types of deer, goats, and large reptiles. A settlement of skeyn would have many ogets (large riding goats), while Takari elves of the Mahiri Jungles would use large caravans of huge drohas (hardrosaurs). This also applies to what beasts warriors would be riding into battle.

Adventures for Fun and Profit

But let’s forget about the profit for now.

Noism started an interesting debate with two posts about a seemingly overarching theme of bleakness in modern oldschool RPG releases and discussion. And I think it’s an accurate observation. The majority of content that is getting major exposure these days is pretty dark. But I think the main reason for this lies in the popularity of the works of James Raggi and Zak S., whose personal styles simply are bleak and grotesque. You could easily count Patrick Stuart as also having ascended into this exclusive group. Together they and their works easily tower over everyone else combined. This of course creates the perception that oldschool gaming is dominated by dark and bleak content. And when it comes to commercially produced publications this is actually the case. But I believe these great adventures are popular primarily because they are really good, not because they have bleak tones and dark themes. It probably is mostly a coincidence that the most successful creators are sharing such similar artistic styles.

That being said, it’s still a valid question to ask how we all could produce content that is just as good but taking a more positive outlook on things? Having bleak adventures dominate is indeed kind of a problem, in that it is quite easy to get caught up in the enthusiasm that is surrounding their reception. Deep Carbon Observatory is awesome and makes me excited to make something just as awesome with my own ideas. But at least for me it’s always very easy to fall into the trap of falsely assuming that something similarly great would also be similarly structured. It takes me conscious effort to say “This is not what you wanted to do. You had a different idea that is also awesome and your own.” So I find it very worthwhile to encourage a discussion about what other shapes great oldschool adventures can take and to get people to put more of those out there so that we have a broader perspective on what we can be doing that builds on our own passions and develops into our own personal style.

The original question that started this was “can RPGs be cheery?” I am not a native speaker but this doesn’t seem like a word that I could align with fantasy adventure RPGs. Cheerfulness seems to be in conflict with …well, conflict. As I see it, every adventure needs conflict. Without conflcit there’s no treat and therefore no tension. Maybe you can have RPGs that are cheery, but I don’t see it working for games of the fantasy adventure type. However, what these games do have the capability of is FUN!

To me, the absolute holy grail of a perfectly executed adventure is Raiders of the Lost Arc. It has violence and pain, a terrible threat, and the most evil of evil villains: Nazis! Is it in any way cheery? No, I really wouldn’t say so. But is it a bleak movie or a pessimistic one? I’d say far from it. It’s exciting and wondrous and Indiana Jones is a hero who has no pretentions of glory but is good without a trace of doubt. And it really is fun.

I do enjoy a certain gloominess in my favorite games and movies, but I would say that those are all cases in which the mood isn’t bleak but rather somber. To me the big difference lies in the outlook forward. In bleak settings there is a universal certainty that the actions of the protagonists won’t be making and difference for the better. Things might even end up being worse despite their best efforts. Things are bad and are only going to be worse. Adventures in such environments can be fascinating and entertaining, but unless everyone is set to go down in a blaze of glory, it’s not going to be fun. (Early Warhammer 40k always seems hilarious to me.)

But dark elements or periods of gloom do not have to drag everything into bleakness. As with Indiana Jones you can still have an overall very positive outlook, simply by giving the players confidence that their efforts will make things better. Things will look up in the future because the heroes took great risks and paid great personal costs. if the players walk away with a confidence that it all had been worth it, then even an adventure full of darkness can have an overall positive outlook. A great example for such a tale would be Princess Mononoke. That movie gets outright terrifiying as shit goes to hell, but even then the hero keeps pushing forward because he knows that he can make the future much better than it’s currently looking to be.

I don’t think I’ve consciously been thinking about it this way, but I believe that my Ancient Lands setting is at its core a world meant to be about the struggle for making things better. The setting is build around the concept of treasure hunting, but not about gold fever and the suffering it brings to everyone involved, but again much more of the Indiana Jones type. The main motivation for PCs is the excitement of discovering magical wonders that people back home would never have dreamed of. To reach them, great threats have to be overcome and there is fierce competition from highly dangerous and unsavory people who might use such discoveries to harm. You can easily have the PCs encountering great dangers and dealing with serious threats, but overall I find it an approach that lends itself very much to having a lot of fun while doing so,

As I see it, the world is not so much “Points of Light surrounded by a vast sea of darkness”, but rather islands of the familiar surrounded by oceans of the unknown. When it comes to designing settings and adventures it’s really very much the same approach, but the dangerous unknown doesn’t have to be dark. Even if it’s just unfamiliar you can still have high tension adventures without any need for bleak darkness.

Simple encounter maps for online play

A week ago I was talking about the problem of having tactical encounter maps for online games that are at the same time easy to make, having an atmospheric look, and also encourage the players to imagine the actual environment and not think of the encounter as moving miniatures around.

I think I found a solution that satisfies all three criteria. This is a quick mockup of the idea.

I’m not happy with either the textures for the background or the tokens and the dye job I did on those tokens looks pretty awful. It’s probably going to be a good idea to draw a transparent layer of the rooms in advance in Photoshop or GIMP and then simply drop them over the background texture in Roll20. The standard line drawing tool doesn’t look very pretty and it can take a minute or two to draw a room like this. But if you have to get a map instantly and have nothing prepared, it’s still a good way to make one on the spot that looks mostly consistent with the standard style.

While I used a parchment texture as the default background, I think I will also try to use granite or polished black marble backgrounds for some dungeons as a littl additional mood setting tool.

Dungeon Mapping in Online Campaigns

Last time I was talking about giving an XP bonus to players who write session reports to encourage them to keep other players who weren’t present up to date with the campaign. Another important aspect of tracking important information that other players will know is the making of maps.

I am not a fan of miniatures in RPGs as I find them to get players into a chess game mode in which they think mostly about moving pieces around and less of actual people and monsters being in wondrous place. (One of the big reasons I quit d20 games.) But when playing online, and especially with changing groups and many people who aren’t native English speakers (or speak quite different variants of English) I find having a map that shows the layout of the area and the position of characters a necessity. It just would get too confusing.

I did make some huge dungeon maps for roll20 using lots of different textures and adding light effects, but while these provide some nice visual cues about the environment it still feels a lot like a miniature game. And from a practical perspective making these maps is a huge pain in the ass. I think in a sandbox game where preparation of dungeons will often happen just between sessions,it just won’t be possible to use such a work intensive method. Last summer I experimented with making premade tiles drawn in the style of Dyson Logos, but that also turned out really fiddly and again you’re drawing attention to the map. So I think what I’ll be doing instead is using simple sketches of black lines that indicate where walls and floor obstacles are and not attempt to show any details on the map. Players will have to remember the description of the room to know what objects they could make use of. But instead of the ugly plain white background of Roll 20 I will try to find some nice parchment or stone face textures onto which the floor plans will be scribbled.

Looks great enough in Thief.

Also, I will disable the square grid. When you knew nothing but d20 games for twelve years it might seem an obvious necessity, but I don’t think even in those a grid is really needed. If you really need to know exactly the distance a character can move in roll20 you can just use the ruler tool and don’t need to count squares. I think using a grid is a big factor that makes players eyes glued to the map and think of combat as a math problem and it’s one that is easily removed.

Now a fun sounding element in oldschool dungeon crawls is players making their own maps as they are progressing through a dungeon, which might be not too accurate. And when the party loses the map or has to flee taking a shortcut through unmapped terrain based on what they assume their current path is leading them back to should be quite exciting. But if you upload a regular dungeon map into roll20, there is no need for the players to make maps, unless you are always covering the map up again when the players move on to the next area. Which doesn’t really seem ideal. I think what might be a good approach is to do what old videogames did and cut the whole map into small areas divided by doors. When the party moves through a door the view changes to a different map. Roll20 can do that without real problem. As the GM you keep a complete map of the dungeon level with clear identification of each area so you always know which map you have to make visible to the players. The only problem is when fights happen to move between areas. But with a simple sketch map you should be able to just draw a few lines that show the rooms beyond the edge of the current map without it looking completely crappy.

A while back the Angry GM wrote about a nice system to make mapmaking not a chore for the players while still keeping the dungeon layout and architecture interesting. At it’s core it comes down to each area having only one exit in each direction and no branching paths unless the intersection is its own separate area on the map. This way the players really only need to make an annotated flowchart of which doors connect to which areas. This is many times simpler and more convenient than having the players translate verbal descriptions of measurements and directions into squares on a grid.

The biggest practical challenge is that the players would not be able to just give the map they made to someone else. This requires scanning or photographing the scribbled map,uploading it,and then sharing the link with the other players. Though by this point this isn’t a huge obstacle anymore. However, if other players are to continue the mapping they still have to transfer the whole map from the image to their own paper. I think this should be managable.

But how do you get players to diligently upload their map after each game so the party can still use it if the player isn’t there the next time? I think I just use the same incentive again: +10% XP bonus for every player who does. Just like writin reports of their expeditions, drawing maps is part of the explorer’s profession. Some very engaged players might regularly get a +20% boost, but using the B/X level progression this is still not going to give them much of a noticeable advantage over other players.

Session Reports and Incentives

Because technical reasons are probably going to delay the start of my (now long) planned Ancient Lands sandbox campaign until early summer, I still spend a lot o time on refining ideas and getting better prepared to running such a thing myself.

One special consideration  when running a game online with changing players is to keep everyone updated on what’s been happening so far. I could write a summary of each session myself, but that wouldn’t be very fun and it’s always difficult to get players to read anything between games. Having the players write the reports makes it easier for me and should be more fun to read for the other players.

How do you motivate players to write such reports when they are notoriously lazy about doing homework for the game? In this particular case I have the situation where the PCs are going to be explorers who are searching for knowledge about the supernatural. Collecting information and sharing them with other explorers of the (hopefully) constantly changing party is at the center of the campaign. And as such it feels not just justified but also really appropriate to give additional experience points to players when they write reports about their adventures and make their discoveries accessible to others. Fighters don’t get XP for fighting and witches don’t get XP for casting spells. Through the system of XP for treasure, everyone gets XP for being successful finders and retrievers of treasure. And compiling and organizing their discoveries on paper is certainly an activity that should increase  characters ability to find and secure treasures.

I think I will go with giving a bonus of +10% of the last session’s XP to every player who posts a report of that game. Doesn’t matter if there’s multiple accounts or how good those reports are. I believe once you get players to write about their exciting adventures to tell other players who weren’t there, they are not going to half-arse it just for a few XP. The only difficulty is to get them motivated to start, and if there’s one thing that motivates players it’s XP. Not free XP, but earned XP! And the way XP and level advancement works in Basic, 10% extra is not actually going to make much of a difference. Every now and then a player who always writes reports will reach the next level one session before the other players but the next two or three times it might very well again be at the same time. But still, +10% is +10% percent and players are greedy.

I’ve been quoted

I was browsing around looking for more monster ideas to improve the pulp lost world look of my setting when I came across this: Campaign Settings – Prehistoric/Lost Worlds

I quite liked reading it and unusually for me also looked at the sources at the end of the article where I saw ‘Paizo: “Ancient Lands”: Basics for a “tribal/prehistoric” campaign setting.’

That’s me!

This is so cool. I occasionally get messages from people telling me they like my ideas (so much they make the effort of sending a message), but this is clearly the most amazing validation that there are people interested in my ideas and that there is an audience for what I fancifully dream to publish one day. It’s been a long time in the working already and things like this are always very reassuring that it’s totally worth to keep going ahead.