RPG Review: Spears of the Dawn

Spears of the Dawn is another small sandbox setting by Kevin Crawford, who also did the excelent Red Tide setting. While Red Tide uses a great number of elements from Chinese and Japanese culture, Spears of the Dawn is strongly based on various cultures of West Aftica. The book consists of roughly three parts: A complete roleplaying game, the Spears of the Dawn campaign setting, and advice on running sandbox games. These are not clearly divided into three section though, and it’s probably best to read the whole thing even if one only intends to use certain elements of it. It’s made clear in the introduction that this book is meant to be mined for ideas and its elements disassembled and repurposed as any GM sees fit. Like Red Tide, it is more of an example of how a great sandbox setting can look like and how you make one.

110293The Setting

The setting presented in Spears of the Dawn are the Three Lands. Two centuries ago the empire of the Nyala was close to conquering all of the other five kingdoms of the Three Lands and when the king of Deshur was forced to retreat with his remaining army into the desert he discovered the means to make himself and his followers into Eternals. The Eternals are powerful undead who neither age, nor need to eat or drink, but maintain their youth and heal any wounds through the eating of human flesh. For over a hundred years the Eternal invaded the lands of the Five Kingdoms and causing the empire to fall apart. Eventually the emperor of Nyala accepted that the other four kingdoms were no longer under his control and instead created an alliance of equals to destroy the Eternals and put an end to the terror of the Sixth Kingdom. The Five Kingdoms where victorious and the Sixth Kingdom no more, but they were unable to destroy all of the Eternals as some of them escaped into the wilderness and continue to exist in hiding to this day. In the fourty years that have passed since then, the fate of the new Five Kingdoms has remained uncertain. There is peace now, but the former subjects of the Nyala still have resentments against their former masters and there are still many bands of raiders and new settlements created by refugees from the war are not always getting along well with their neighbours. The last emperor had anticipated that some of the Eternals might escape from the armies of the Five Kingdoms and created a group of warriors, shamans, and sorcerers called the Spears of the Dawn, who were given the duty to hunt down the remaining Eternals and destroy any lingering trace of their evil. With the empire being no more and Nyala being only one kingdom among others, the Spears of the Dawn lack any real leadership or organization. However, with the threat of the Eternal and other evils still around, there are always more people who take up arms and wander the Five Kingdoms to destroy them. With many elders still remembering the terror of the Eternals well, these warriors against evil are highly respected and stand somewhat outside of the normal tribal politics and regular social classes.

It’s a nice compact setting, though I am feeling a bit ambivalent about the post-colonial character of the Five Kingdoms. I would consider my knowledge of African politics and social issues only slightly above average and tribal affiliations and great class inqualities appear to be indeed an important factor in regional and social conflicts. However, to a large degree these conflicts are the result of the British and French colonial empires and their sudden disappearance that left many regions in administrative chaos. Using contemporary Real-World conflicts as a template for a fictional medieval African-inspired setting seems a bit problematic to me. It’s not exactly a respectful treatment of a cultural region and its people to focus on one of their darkest periods which was primarily caused by outside forces. However, Spears of the Dawn doesn’t reduce the African theme of the setting to only that element and there is a lot more than that. And it isn’t like precolonial Africa was all happy paradise. There has always been as much tribal war and violence, as well as slavery and exploitation of lower social classes in Africa as in all the other continents of the world. When empires fell apart in Europe, the result was always just as ugly. So I am inclined to give this setting a pass in this regard. While I probably would have stayed clear of that aspect myself, the way it is treated here seems pretty well balanced and I think you have to actually know what to look for to notice any real world similarities at all. Continue reading “RPG Review: Spears of the Dawn”

An adventure for any number of characters of any level

A few weeks ago I wrote a short post about the problems I have with published adventures. One of the pretty big problems that makes most adventures unusable to me is that they are not only written for a different game than the one I am running, but have also been designed for a group of player characters of a specific power level. While am talking a lot about published adventures here, the main point I want to make further down is really about designing adventures in general, so even if you don’t usually use published adventures either, this might still be interesting to read. The earliest adventures for Dungeons & Dragons were pretty vague on this subject, simply saying they are for adventurers of “1st to 3rd level” or characters should be “5th to 10th level”. Since at that time nobody had any pretense that character levels and monster experience were an exact science, it really was just very rough eyeballing. But soon it got more specific like “This module is designed for 6-8 characters of 4th to 7th level. […] The party should possess somewhere between 35 and 45 levels of experience.” Since experienced henchmen were a common feature of the game at that time, it really wasn’t any big deal to get a few more of them to make the party ready for adventure. I make no secret of the fact that I think AD&D was really terribly written and had really bad ways to deal with numbers. But while the 3rd edition did some good work in straitening up the rules (mostly fixing attack bonus, armor class, and XP tables), it also went of into a completely wrong direction with long steps. A derection into which I, being totally new to RPGs, happily followed.

Over time people realized that any claims that there was a balance between the classes and experience, treasure, and monster abilities were carefully calculated and weighted against each other was complete nonsense. It was still nothing but eyeballing and often pretty bad one. But you still got all this huge amount of additional math that didn’t actually make anything better! But the published adventures might be one element of the game that suffered the most. From now on published adventures would usually make a statement like this. “The Sunless Citadel is a DUNGEONS & DRAGONS adventure suitable for four 1st-level player characters. Player characters (PCs) who survive the entire adventure should advance through 2nd  level to 3rd level before the finale.”

Great. What if the characters are already 2nd level? What if I have another adventure I want to run that is for 2nd level characters? At these very low levels it’s not such a big deal yet, but when you get adventures that are for 10th level characters and take them to 14th level it does become a real issue. My campaigns are usually with new players and run for perhaps a year or so, so I usually ran games with characters that are all 1st or 2nd level. (It’s easier for new players.) Which means lots of great adventure I never got an opportunity to run. But it got worse. The way things were described in the rulebooks and the first adventures that were published for 3rd edition, players had the expectation that the encounters would be “balanced” and “suitable for their level”, which means they should win the fight without any big trouble. I did. I am guilty. I was young and stupid.

But of course, that idea is nonsense. While Gygax was pretty bad at explaining himself, he did understand that D&D was not just a game about individual fights, but also, and perhaps more importantly, about rationing your strength and resources. Part of that is judging when to let the warriors clear the room with their swords and when the wizards unleash their full awesome power against enemies the warriors can’t handle on their own. And when you put it this way, it is obvious that individual encounters should be highly imbalanced in either direction. Many fights should be pretty easy while some should be pretty hard, and the key to being a successful adventurer is being able to tell which type of fight you’re currently dealing with. If you rush in with full force, your resources will be quickly exhausted. And if you then get into a fight against a strong enemy, it could be your death. But if all fights are balanced to a level where the players will be able to win without great difficulty or great risk, what is there really to do for the players other than “I guess I attack it with my sword again” over and over and over. 3rd edition tried to “fix” this with lots of special attacks and feats. But that’s where everything started to go wrong. They tried to make the round by round attack and damage routine more entertaining, but that part was never meant to be center of the game. It really was about judging the strength of your enemies, using the environment to your advantage, and making calls which fights to pick and which ones to avoid. The notion that fights should be balanced according to a mathmatical calculation killed all that. The Sunless Citadel did include a fight that would be really difficult to win and force players to retreat and come up with outside the box solutions or avoid that particular monster entirely. But as the story is being told, people complained about the encounter being unbalanced and that practice was discontinued from there on. Paizo eventually became not only the biggest creator of published adventures but actually the biggest RPG company of all. (Seems like WotC has left the field.) But even though there’s lots of great stories, I only really ran three of their adventures. Flight of the Red Raven and Escape from Meenlock Prison and The Automatic Hound from the Dungeon magazine. All three of which I completely rewrote to fit the size and level of the party I was running them for.

Continue reading “An adventure for any number of characters of any level”

RPG Review: Red Tide

Red Tide is described as a “Campaign Sourcebook and Sandbox Toolkit” and even though it tries to do two different things at once, it does a very good job at both. In fact, the two complement each other very well and make this book a lot more than just the sum of its part. Released in 2011 by Kevin Crawford, it is both a short and compact campaign setting as well as probably one of the best guidebooks to creating your own settings for a sandbox game. You could probaby use the Red Tide setting to play a different type of campaign and if you make your own setting you don’t have to use any of the Red Tide elements at all. Each element of the book takes up about half of its pages and are mostly separate from each other, but reading only half the book would do it a great disservice. The Red Tide setting is a great example how the theories and tool from the toolbox section can be effectively used, while at the same time the rules for creating sandbox content really help to bring the setting to life.

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The Red Tide Campaign Setting

The first half of the book, which has a total of 159 pages, describes the world and background of Red Tide. 300 years ago a red mist appeared that killed the land and everything it, leaving behind a hellish wasteland haunted by terrible monsters. However, a single prophet saw the comming doom and organized a great evacuation with hundreds of ships to an unknown continent in the west. Something in the rock of the mountains that dominate the continent keep the Red Tide at bay, and this cluster of large and small islands may be the only place in the world still inhabited by the living. However, the refugees were not the first people to settle this land, as it was already the land of the Shou, a large collection of numerous tribes of goblins, orcs, and bugbears (though except for their stat blocks they are always simply called the Shou). The human refugees come from cultures that are mostly inspired by the Chinese and Japanese, but there is also another group in the smaller islands to the north that is inspired by Vikings and there are some dwarves as well, and also some elves and halflings. Through a fierce and brutal war, the refugees from the east managed to conquer half of the main island from the Shou and created several new kingdoms, but things are looking far from rosy. Hordes of countless Shou warriors are still in the wild, eager to take back their homeland, while the Red Tide is still waiting out there just beyond the horizon, raveshing the rest of the world. And to make things worse one of the kingdoms has turned to demon worship as a way to escape from their seemingly hopeless situation. While there is a good amount of very intersting history and background, it’s a very compact and almost minimalistic setting when it comes to locations and NPCs. The seven described countries have about two pages each, with another four pages dealing with various other important cultural elements. It’s done with good reason, as the methods of how to populate the world are what the second half is about. There are another 26 pages with information on standard and new character classes, spells, and equipment, and 10 more pages with new monsters and that already wraps the first half of the book up.

The Sandbox Toolkit

As interesting as the campaign setting is, the second half of the book is where the real gold is to be found. The central idea presented by the book is the use of a Campaign Folder. The campaign folder is an actual folder that is meant to be a setting sourcebook which the GM constantly expands by adding new pages with new information to it. Any time something happens or the players do something that changes the world, which in a sanbox campaign should be happening all the time, the GM updates the campaign folder by adding new notes to any locations or NPCs. Between game sessions, the GM also adds new pages for new locations and NPCs, which are already prepared but have not yet appeared in the campaign. The great benefit of this system is that the GM does not have to completely make up everything as the game goes along while not having to decide what to do with each element from the start. If the players have a random encounter with bandits and decide to track a fleeing survivor back to his camp, you can just flip to a bandit camp you already prepared and simply add a note where on the world map this camp is located. If you really want to do a hard sandbox campaign, I can’t really imagine how you could possibly manage it any other way.

The next 50 pages are basically tables to randomly generate ideas for interesting locations or encounters. Usually I hate these, but in this case the ideas are actually really excellent. The reason they take up so many pages is because each item on the lists comes with plenty of useful explanation and elaboration. There are four types of sites: Court Sites, Borderland Sites, City Cites, and Ruin Sites. However, they are not so much about describing places (and maps don’t enter the picture at all at this point), but all about describing the kind of people and situations you’re going to encounter there. Court Sites are any places where a group of powerful people comes together. Which can be the court of a noble ruler, but also the estate of a wealthy family, a wizard school, a great temple, or the backroom of a cheap tavern where the local gang bosses tend to hang out. Each type of court has a table with 10 types of important people, 10 reasons why these people do have power in this court, and 10 additional minor NPCs who have a strong personal bond to the important people. For example, in a Temple you might have a “slightly heretical scholar” who “comes from a powerful family” and has some kind of connection to the “cook”. Within a few minutes you can randomly create one to three such NPCs as well as selecting one of ten conflict types they are currently involved in. It’s very bare bones, but the combinations are often interesting enough to create a solid inspiration for a whole conspiracy or murder mystery with just a few die rolls.

Borderland Sites are small villages, manors, or strongholds in the wilderness. Their exact nature can easily be decided by the GM, but the book offers 40 ideas for a current problem that plagues the site. Each pf these offers a number of suggestions of additional elements, like possible allies or enemies for the players, or special circumstances that complicate the situation or may be useful to solving the problem. For example, you could have a fortified outpost that is suffering from a hidden demon cult that meets in an abandoned temple to a forgotten god and the players get help from a traitorous cultist, but it turns out that the cults magic is actually the only thing that keeps the outpost from being overrun. Instant adventure plot, takes only two minutes. Not a complete adventure, but a solid hook that can be quickly made into one. And since in a sandbox game any possible outcome can be worked with, experienced GMs might even be able to do it on the fly. City Sites work basically the same way, but have their own list of 40 possible plot hook generators.

Finally there are the Ruin Sites, which are usually dungeons, but also inhabited by one of 20 possible groups of people, which each come with six or eight ideas for a twist that makes them more than just a random group to fight. It could be a group of necromancers who believe the tomb of an old great necromancer to be somewhere in the ruin and are trying to find his tomes that might be burried with him. It would be up to the players to decide if they want to stop them, help them, or perhaps even steal the tomes for themselves (if they are actually there at all). And there would likely be some random monsters in the ruin too, which the necromancers might be able to help the players with, or the players could use to kill the necromancers. Since there isn’t any real plot, the possibilities are endless and it’s entirely up to the players what they want to do, which is the great charm of a well done sandbox.

And that’s really what separates a great sandbox campaign from a pure dungeon crawl campaign where the players can pick which dungeon they want to crawl. There are a few paragraphs on quick and dirty map making, but it’s generally a topic Red Tide doesn’t concern itself with at all. This sandbox toolkit is to create roleplaying situations based on social interactions, not on generating random dungeons to plunder. And that’s what really makes it such an outstanding book. You can get advice on map making everywhere, but actually running a game is something very few people ever bother adressing (probably because they don’t really know either). And that is also why it’s not only a useful book for people who want to run pure sandbox games, but any GMs who want to run campaigns that are not strictly plotted out in advance and allow the players a great amount of freedom which paths to take to the great goal of the campaign and how to interact with the people they meet along the way.

At 6.50€ for the pdf this book is a steal and there isn’t really any question whether my call is yay or nay. Clear yay! from me. Get this one, it’s really as great as its reputation. If not even better.

Campaign Setting Worldbuilding: Kings and other major NPCs

One very common approach to creating campaign settings for a roleplaying game is to start with a map, define the countries, place major cities, and then create all the kings, other rulers, and any other big names of global/regional importance. It’s something people do without really thinking about it, because that’s how everyone is doing it. Which is good enough for quick ad dirty, single use and then throw away settings, but when making a setting for a longer campaign and possibly even beyond that, it’s a rather poor approach to the work. To make a good setting one does not just have to know what to do, but why it is done and for what purpose.

Whenever the question is raised “Why is it always done this way?” in a fantasy context, the answer is almost always “because Tolkien did it”. (If not that, then it’s because D&D did it.) But Tolkien had a good reason for it, which in most fantasy games inspired by Middle-Earth is not present. I argue that creating kings and other movers and shakers is not only irrelevant to most settings, but actually obstructive. So why did Tolkien do it? Because Middle-Earth has always been a setting that is about Kings and the conflicts and cooperations between them. That’s in The Lord of the Rings and The Silmarilion and even in The Hobbit. Bilbo Baggins might be the protagonist of that story who is going on an adventure in the Wilderness, but it is not his story and it is not really about adventures. In the end it really is all about Thorin reclaiming the rule over his families land and a lot of the problems they run into really are power struggles for control over the region and its economy. Bilbo is looking for treasure, Thorin is making a grav for power which gets him into conflict with the other regional rulers. Similarly, The Lord of the Rings has two stories; one about Frodo going to Mount Doom and the other all about the shift in political power in Middle-Earth. And that’s why so many characters are kings and princes and we get to know all the rulers while hearing almost nothing about the common people. Similarly, the Song of Ice and Fire series is a story about powerful politicians fighting for control and dominance. It’s necessary to know all the royal courts and all the kings and princes, because that’s where the action takes place and who are the main players in the story are.

But almost no campaign setting that has been created for a roleplaying game has really been intended to have the player characters as major participants in global politics. And as such players are very unlikely to ever meet anyof those people and when they do it’s usually as generic quest givers. Kings and high priests are adventure characters, not setting elements. Take a look at fiction in which the protagonists are more like typical adventurers. Conan sometimes have encounters with other kings when he rules Aqualonia, but these are created for each specific story and then again immediately discarded. And I am not even sure if there is ever any explanation how government in Lankhmar works. Because it’s irrelevant.

There are exceptions, of course. Dark Sun has the Dragon Kings who rule over the city states and we have complete lists of all the cities and all the kings, with pretty detailed descriptions. But in the world of Athas, the kings are not just rulers. They are immortal sorcerers of unimginable power and often seen as close to gods. They are indeed so powerful and reclusive that few player characters are likely to ever meet them or have any sliver of hope to survive against them in a fight. However, the kings all have their templars, who are not only administrators and police, but also priests of their kings. And players are going to run into templars and have dealings with them all the time. In this respect the kings themselves are not so much NPCs, but religions and ideologies which the templars enforce within their cities. Who exactly are the kings? GMs don’t need to know and players probably shouldn’t know. All we need to understand about them is what directions they are giving to their highest templars. In Athas, the identity of the king is the identity of the city. Take a city like Baldur’s Gate or Shadizar, and it really doesn’t matter. If there is a war, there is a war. Unless the players are playing generals, they never will really know what’s going on in the back rooms. Spending too much thought and attention on those things is generally a waste of time.

And very often useless information is not just irrelevant, but actively obstructing. Because all that stuff has to be written and later it will be read. And both writers and readers will concentrate on those elements that get the most detail. But unless the setting is meant for player characters who are kings and generals, it is something they should not concentrate on. If you set up a big sign that says “This is important!” and “This is iconic for the setting”, GMs will try to shoehorn it into their campaigns. That even happens when you create the setting to use it only yourself. But is that actually good for the players? Generally not. It often means that they are part of a story which they neither have control over, nor contribute to in a meaningful way. So I say, if it’s not the focus of the setting, leave it out.

I went through some old notes again, from all the way back four years ago, checking if there was anything I’ve forgotten about in the meantime before throwing it away. And I came upon a list and description of the twelve most important ruler for the Ancient Lands setting. Some really good ideas there, but it is meant to be a setting set in the vast wilderness for wandering warriors exploring ruins and encountering spirits. What do the great rulers of the city states have to do with that? The cities themselves are mostly meant to add flavor to descriptions of objects and people who come from there and perhaps places where the players can catch a boat. Not places to be actually visited and explored. And the way the internal politics works are even less relevant. So I specifically chose to not write any descriptions for regular rulers who are easily replaceable. The leaders of the secret societies whose agents are also digging around in old ruins in the wilderness are a different matter, but just like the kings of Athas, they are more to explain the goals and actions of their minions rather than bein meant to appear in person themselves.

Bringing prehistoric fantasy worlds to life

Work on my Ancient Lands setting is coming along nicely and not only do I have all the components parts ready, but also got names for almost all of them. Unless you tried building a fictional world and create a compendium of all the main groups, places, and creatures, you won’t believe how terribly difficult that last part is. Making names is easy, making names that are not total garbage and sound completely made up is unbelievably hard work. And it doesn’t get easier when you get to make some 200 of them that are supposed to come from half a dozen different language families.

Now that I know where all the places are, who lives there, what their relationships with each other are, and what kinds of environments and creatures make up the world outside the settlements, the next step is both much more complex, but I think also easier. A fantasy world is not a map with names on it, but it is all about the people who live in that world and how they interact with each other. How do they behave, what do they believe, what to they want, what do they fear, what do they opposose, who has power, of what kind is that power, how do they live, how do they fight? Take the first half hour of Star Wars for example: You don’t know who any of these people are, what those places are you see, and what everything is about. But it’s still a very evocative setting, just from seeing the people interact with the world around them and each other. (Star Wars is also what I consider to be one of the greatest examples of the effective use of archetypes: The moment you see Darth Vader you know exactly what kind of character he is, and the imperial uniforms make it perfectly clear what type of Empire this is. Nobody has to say it, it’s clear because you’ve seen people like these countless times before, and you’re meant to recognize them.) In Fantasy, it is very common to do things the standard way, which means the popular image of the European middle ages. Connor Gormley wrote some interesting thoughts on why this isn’t necessarily a bad thing at Black Gate a while ago. But the Ancient Lands is specifically meant to not evoke images of a medieval world, but instead aims to feel prehistoric. The reason I think it’s also easier than chosing the elements that you want to put into your world is that from this point on you’re actually staring to thing of people and events and the possibilities now are based on the things you already have in place and don’t come purely from a vacuum.

The idea of a “prehistoric time” is a bit blurry. Originall the term refered to the periods of human civilization and culture from which we have no historic records. Only archeological finds and reports from later times, but no documents in which those people wrote down what happened during their own time. The “historic period”, as least as far as Europe, the Mediterranean, and Mesopotamia are concerned, is generally divided into Antiquity, the Middle Ages, and Modernity (which really just mean old age, middle age, and current age), while the “prehistoric period” is split up into the Stone Age, Bronze Age, and Iron Age. Antiquity is generally considered to start with the rise of the classical Greek civilization around the 5th century BC. (Which is convenient, as Antiquity also ends around 500 AD and the Middle Ages last to about 1500 AD, making it easy to remember.) It was a reasonably good idea to classify past human civilizations, but by now we know how to read Egyptian, Akadian, and Hittite and those people wrote quite a lot, so that we now have a lot of historic documents from the Bronze Age. So technically, it’s not really “prehistoric” anymore. But really, the main concern here is fantasy fiction, so when I use the term prehistoric, I mean the Stone Age, Bronze Age, and Iron Age. But even those terms are not perfect, as different parts of the world developed different technologies at different times or skipped some entirely. Southern Africa went straight from the Stone Age to the Iron Age, and it would be completely justified to say that people in Central America went straight from the stone Age to Modernity, skipping four of the six perioids completely.

And when I say “Stone Age”, I particularly mean the Late Stone Age, or Neolithic. Neolithic people didn’t have metal technology, but they were a far shot from being cave men. The Neolithic begins with the development and rise of agriculture, when people stopped wandering around hunting for food, but settled down in farming communities. And those could get quite sophisticated, with the Inca and Aztecs being great examples of how much you can do without metal technology. Conveniently for us, the move towards agriculture took place about 8,000 BC, which means from the start of human civilization to now it has been roughly 10,000 years. Always a good guideline for considering how much time passes between different periods in your fictional world.

Continue reading “Bringing prehistoric fantasy worlds to life”