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.

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Anton and Erwin are taking the train (or not)

The Alexandrian has been writing (a lot) about railroading over the last weeks and I read an older article by the Angry DM from a couple of years back a few days ago, in which he touches on Schrödinger’s Gun (among several other things). Which made me think some more about both subjects and how they are related, and resulted in some of my own thoughts I want to share. The reason why you should read this article and not just the two I just linked, is that this one almost certainly will be a lot, lot shorter. ^^

So the basic question that has been pondered a lot among gamemasters for the last years, and almost certainly to some extend for well over three decades, is to what extend GMs could or should change their prepared and randomly generated material to compensate for shortcuts the players unexpectedly discovered. There seems to be a certain segment of paleo-academia disciples who advocate that GMs should be completely impartial and the game essentially randomly generated by dice, which will be used exactly the way they fall. What the players will do is entirely left up to them, with the GM not taking any action to promote or inhibit any decision the players might make. To keep it short and civil, I personally don’t see any appeal in that kind of game.

I am much more interested in games that have some kind of story, but one in which the final outcome is very much determined by the course of action the players decide on, with a slight random factor introduced by the dice. But I think that to have an interesting outcome and an interesting journey to get there, the adventure needs to begin with an interesting setup. Which in practice means that I begin an adventure by establishing that the village is getting attacked by a monster at night. The monster has a reason and the monster has a plan, and if the players don’t do anything to prevent it, the monster will continue with its plan. But what the players decide to do about it is entirely left to them. Theoretically they could decide they don’t care and leave the village to its fate, but in practicae all players understand that preparing an adventure takes work and time, and if they like their GM, they always go and investigate and won’t decide that todays game only last 5 minutes and go home. Which is why I always play with people I already know or who are good friends of my good friends. Among friends, people are normally happy to run with whatever makes the whole group happy, even if it’s not 100% exactly what their personal preference would be.

As a GM, I don’t have any predetermined outcome planned. I assume that the players will be able to solve the mystery and put an end to the monster attacks, saving most of the villagers. But if for some reason the players make descision or false conclusions that result in their failure, then that is what is going to happen. If the players have a good idea to become friends with the monster and help it in destroying the village, I am not going to stop them. If they screw up so badly that they can only watch the village go down in flame, then that’s how it will end. I think I am fairly laid back and don’t make it very hard for the players to accomplish the outcome I assume to be the most likely they want to get. Which in this scenario would be finding the monster and stopping it before it causes too much more damage to the village. But I think it’s important that other outcomes are possible and that the players know that other outcomes are possible. There needs to be a chance that the players will be unsuccessful and there needs to be an option for them to decide on a different goal than the one I assumed they would want to pursue. Because I believe that this is what ultimately gives meaning to the adventure and to all of the players actions. If events A, B, C, and D will happen no matter what the players do, then there will be no feeling of accomplishment at the end, and no feeling of urgency or suspense during the adventure. So if the players come up with a plan that goes straight from B to D while completely avoiding C, then I think a GM should still go with that. (Which is why I am no fan of the adventures published for D&D 3rd edition and Pathfinder, as those usually can not progress unless the players are going through each of those events in the predetermined order.)

But sometimes C is really, really cool…

Continue reading “Anton and Erwin are taking the train (or not)”

Surprise!

Surprise, as it is explained in Dungeons & Dragons throughout almost all editions is a bit weird. In the TSR editions, it is usually explained that in the case of an encounter, both the players and the (potential) enemies roll a d6. On a roll of 1 or 2 they are not surprised, on a roll of 3-6 they are. If both sides or neither side is suprised, initiative is rolled to see which side goes first. If one side is surprised but the other is not, then the side that is not surprised gets to act in the first round and the other is not. After that round initiative is rolled as usual.

3rd edition ditched the d6 roll and only mentions in passing that a Spot or Listen skill check might be used to determine awareness, but it also explicitly calls the begining of the encounter a Surprise Round.

But when you think about how awareness and surprise would work outside of game mechanics, it doesn’t really make much sense. The flaw here is that the rules make it sound as if you have two groups running straight into each other and one realizes a bit faster what is going on than the other group.

Surprise Motherfucker
Surprise, Motherfucker!

But why does the group that has surprise only get one round during which the other side is still inactive? If you become aware of the other group before they do, you usually still have the option to not make your presence known to them immediately. If you are opening a door in a dungeon and there is an enemy on the other side, then yes. They may be surprised, but after the initial shock they would immediatly jump up and go for their weapons.

But unless you play a simple Hack & Slash game, that’s not what you’d usually be doing. You can become aware of another group before you are standing face to face. You silently creep through the dark corridor and reach a cave where an ogre is chewing on human meat with his back turned towards you. You hear voices talking around the corner or you might see the light of a lamp approaching from behind a bend in the corridor. In these situations you still have some time to extinguish all lights, find hiding spots, or run away before you are noticed at all. Depending on the distance you might still have a lot of time to prepare for battle. Once you jump out of your hiding places, then you are getting your surprise round during which the other group can not take any action.

Supplies
Supplies!

Of all the editions of D&D I have here, only the Rules Cyclopedia even mentions this at all.

When one party is surprised, the unsurprised party notices the surprised party at the 1d4x10 (feet indoors, yards outdoors) distance rolled; the surprised party won’t notice the unsurprised party until they reach half that distance.

Thanks, Aaron Allston. If this was your own houserule, it’s a really good one. Maybe it had always been asumed, but to my knowledge it has never been explained like this anywhere else. Using this rule also makes a huge difference for thieves at low levels. Sneaking up on a guard to backstab it with 20% to Move Silently at 1st level is just suicidial. Nobody would ever do that, especially when you only have 1d4 hit points yourself. In combination with a surprise system that lets you turn around and back off to a distance outside the encounter distance, 20% is something to actually consider.

Imagine a the maximum encounter distance of 40 feet inside a dungeon. Both the thief and the monster make their surprise roll at 40 and if they are both surprised, they will notice each other at 20 feet. If the thief is succesfully Moving Silently, he will automatically detect the monster at 20 feet, but the monster will not notice him at either 40 or 20 feet. If the rest of the PCs stay 25 feet behind the thief, the thief will reach auto detect distance to the monster before the main party reaches possible detection range. The thief then can give a hand signal to the other or return back to them and tell them what he saw. Then the entire party knows the monster is there, make a descision whether to approach or not, and if they do they will have surprise on their side. The monster still has to roll surprise again to see if it will notice the party at full encounter distance or half encounter distance (which might be as close as 5 feet on the roll of a 1 on the d4). Even if the Move Silently roll fails, there is still chance to get regular surprise on the monster and the thieves friends are right behind him. It’s a lot less stupid than trying to walk up to a monster that might know you’re walking straight into the reach of its attack.
This is another one of these cases where an odd old rule mostely went ignored for being irrelevant though it does serve an important function: Encounter Distances. You don’t have to roll it and you could always decide on an appropriate value yourself, but any surprise system worth using should have the option to retreat undetected or prepare an ambush. Just a single free round of action before combat automatically starts isn’t cutting it.

Why I love published adventures. And why I don’t use them.

I’ve recently found an old piece on Hill Cantons about an exchange with Rob Kuntz, who was among the people who working on Dungeons & Dragons in the early years. In it, Kuntz is quite outspoken against published modules, which he regards as clearly a step into the completely wrong direction which turned the game into something very different from what they had thought to be the spirit of D&D.

I have always thought that the DM’s route to any fantastic achievement in such literature was through a very personal course, most certainly inspired by reading and study or other such related matter, but not actually “implanted” or done for them.

I first thought of this as a highly negative and overly criticizing view bordering on being elitist and snobbery, even though I am not really a fan of published adventures myself. But that had me wondering how I actually have been using modules over the 15 years that I’ve been running games. I am one of those rare and elusive people who actually got into RPGs without anyone to introduce me to it and teach me how it works, and worked myself through the rules the hard way. There was an introductory scenario which I used for the first shaky steps and then tried to start a real campaign with The Sword of the Dales using the 3rd edition rules which had just been released a few weeks before. Some years later I did run City of the Spider Queen, which we thought was very cool (because we were young and stupid), and was the only time I’ve ever seen characters of 11th level or higher. But as far as I can remember, that really was it as far as running published adventures went.

However, I did use a lot of other adventures. The last game that I ran was based on Flight of the Red Raven by Paizo, using a different rulesset, being set in a homebrew setting, there was no winter and ice, I made my own dungeon, created my own encounters, the jinn was an oni, and the Red Raven was a completely different guy. But the idea why the party went to that dungeon and what situation they were encountering there, that was pretty straight up taken from Flight of the Red Raven. I started that campaign with an adaptation of The Automatic Hound and Depths of Rage from Dungeon magazine. A blend of The Disappearance of Harold the Hedge Mage and Raiders of the Black Ice was plannes for later. I also did Escape from Meenlock Prison with an earlier group, which I think that was the best game I’ve ever ran. So yeah, I do love them and get a lot of use from them.

But I think this approach actually matches very well with what Kuntz said. “Inspired by reading and study or other such related matter, but not actually “implanted” or done for them.” That the related matter was a published RPG adventure and not a novel or book doesn’t really change anything in my view. There are plenty of other published adventures I very much love. Master of the Desert Nomads, Rahasia, Night’s Dark Terror, and Steading of the Hill Giant Chief, and The Styes, to name a few. And Savage Tide has just full awesome all over it. But I never use the floorplans. I don’t use the NPC stats and I rebuild all the encounters from scratch using creatures that fit my setting and are of a difficulty that works well for the particular group of PCs I am currently playing with. Most of the time I actually use a different game edition or even an entirely different game.

So yeah, I think I am kind of in agreement with Kuntz here. Published adventures, as they are, are pretty much unusable for the kind of games that I run and I wouldn’t advice any new GM to run them out of the book. What I am getting out of them is really the description of adventuring sites, the motivation and goal of the antagonists, and the outline of their plans to achieve their goal. Everything else I can do myself, and even though I don’t consider myself a great GM, I can do it better myself. Not because the writers of published adventures are all total hacks who don’t know anything, but because only I know the level and composition of the party and the setting in which the campaign takes place. Publish adventures cannot account for this. And what I really would love to see is adventures that don’t even try. Just give me the setup, the location, and the antagonists plan. That is really the most difficult part of creating a good adventure for a group. Leave all that number stuff to me, that part is easy once you know what you’re trying to do.

B/XoL: Hacking Barbarians of Lemuria for treasure hunting

Here’s an interesting idea I’ve been pondering all day. Using Barbarians of Lemuria to run an oldschool campaign in the spirit of the old Basic and Expert rules of Dungeons & Dragons. I really quite love the style of adventures that is presented by this version of D&D, but I am just really not a fan of the game at the most basic level. The entire combat system and magic system just isn’t to my liking. BoL on the other hand is pretty close to ideal to what I want out of a rules system.

However, it could be argued that even Basic D&D and BoL are build on fundamentally different assumptions that make them highly incompatible with each other. The main difference is that D&D is build entirely around the assumption that the players want to get Experience Points and treasure, which make them more powerful and better equipped. On the other hand, BoL does not have any XP or treasure, and equipment is extremely limited.

But I think I’ve found a neat and very effective solution to this problem. By default, characters in BoL advance by finding some treasure of indeterminate value during the adventure, and at the end the players describe how they drink and gamble it all away in true Sword & Sorcery fashion. Depending on how creative and “heroic” the players describe it, their characters get between 1 to 3 Advancement Points, which they can use to improve their characters abilities. Instead of doing this, it’s trivially simple to not give the players AP based on the story they tell, but at the rate of 1 AP for every 10 treasures they spend. A treasure could be anything; a sack of coins, a golden idol, a big gem, some fine silverware, or whatever you want to think of. In practice it doesn’t matter. When the heroes search a vault or a fallen enemy, the GM can either describe what they find or simply say that they stuff 2 treasures into their pockets. They still don’t get Advancement Points for beating an enemy like in D&D, but I think it’s really the XP for treasures that makes the old editions of D&D so fascinating.

Another important element of the Basic and Expert rules is that players need to ration their supplies and have to judge how much food and treasure they can carry at the same time and how much it will slow them down between destinations in the wild. (Don’t want to find out in the middle of the dessert that you should have better taken one more skin of water instead of another bag of gold.) That will take some more thought, but I might get back to this somewhere the next days.

Some of the worst design choices in RPG history

I’ve been talking with some people on the Giant in the Playground Forum for the last week about design choices in RPGs that ended up causing a lot of trouble in the long run. Simply making and adding a bad rule to a game is one thing, that happens all the time, even to the best game designers that are out there. But sometimes there are ideas that turn out to be not simply bad or not working, but have actually been sources of lots of problems for years to come.

Obviously, a lot of it is personal oppinion, especially when it comes to ranking them in order. But I think with these examples here, few people would dispute that they did end up causing a lot of trouble, regardless of whether the original idea was actually terrible or not:

11: Magic solves everything (Dungeons & Dragons, Pathfinder): Ranked very low because it only affects one game and it’s spin-offs, but it’s a pretty big problem in those. the magic system of the 3rd edition of D&D is quite similar to the one in earlier editions, but with several important differences. The time it takes to cast a spell is generally lower, spellcasters have a very easy time in getting out of reach of any enemies (see grid combat), and even when they get hit, they have a good chance to successfully cast their spell anyway. Then you got spells that can instantly kill if the target fails a single saving throw, but in 3rd edition the chance to fail a saving throw is much higher than it was in earlier editions. Oh yes, and generally, spellcasters get a lot more spells they can cast every day. That already makes magic extremely powerful, but perhaps even worse is that there are really no limitations for what a magic spell can do. Given that the game has over 700 prestige classes and 1000 feats (and that’s just the official ones published by WotC), there are most likely thousands of spells out there, and they can do absolutely everything. And sometimes, some genius thinks it would be a great idea to make a spell that does something that normally requires a special ability from another class. Like opening a lock, detecting a trap, and so on. In the older editions of D&D that was less of a problem because spellcasters had really few spells and were expected to go a long time without recharging them. But 3rd edition not only has more spells per day, it also has the option to buy or make scrolls and wands for a pretty cheap price. Do you really want to have “knock” (opens locks) prepared two times each day even though you have so few slots to prepare spells and you might not even get to use them? Probably not, so why not buy a magic wand that allows you to cast knock 50 times, any time you need it. All this combined just completely broke the whole game. Continue reading “Some of the worst design choices in RPG history”