Primeval Thule Campaign Setting: Having a William Gibson moment

Damn you, Richard Baker! Did you steal my notes?

While browsing around on my continuous search for inspirational material for my Ancient Lands setting, I stumbled on Primeval Thule, a new RPG setting by Richard Baker, David Noonan, and Stephen Schubert that had a Kickstarter last year, but never really got a second glance from me. The final version was completed and released just last month, and with the 272 pages pdf being only 15€, I decided to make the gamble and give it a try without any helpful reviews of it being around it. And it looks good. Really good. You might even say too good!

Just after the first two pages I was starting to get a William Gibson moment. The story goes that Gibson was just in the process of finishing up the last touches on his groundbreaking novel Neuromancer, went he went to the theater and watched an obscure sci-fi movie called Blade Runner. And realized with a shock that he was seeing almost exactly the same thing as his own original and entirely new vision. Primeval Thule looks a lot like the outline for my own Ancient Lands setting on which I have been working for the last four years. A large, mostly unexplored continent of wild forests, where humans have arrived just 300 years ago, finding a world inhabited by the remains of the kingdoms of elves, snakemen, rakshasa, and cyclops, with much older and stranger beings slumbering underground and the weapons and armor technology being primarily bronze. Replace “cyclops” with “mountain giant” and make the elven kingdoms still powerful, and the description matches perfectly with the Ancient Lands as well.

Continue reading “Primeval Thule Campaign Setting: Having a William Gibson moment”

XP for treasure

One oddity of AD&D 1st edition that had always seemed nonsensical to me, is to give characters XP not only for defeated monsters, but also for the value of treasures they bring back with them into town. Why do that? Picking up stuff that is lying around does not make you better at fighting or casting spells. And in those games I’ve been playing the most, treasure is there to be sold so you can buy better equipment and magic items. But in campaigns of a more oldschool leaning, there frequently are no more things for sale, which you don’t already have by 2nd level. So why bother with treasure at all?

Very often, and probably most of the cases, defeating an enemy also gets you treasure. But you can also defeat an enemy and not getting any treasure (because he doesn’t have any). And you can get treasure without defeating an enemy!

That’s what makes XP for treasure relevant. Sometimes an enemy can’t be fought, or the risk is regarded as just way too high. But if you can find a way to get his treasure while avoiding him entirely, you still created a clever solution to a problem. Which is rewarded with XP. Even in a game where money has no practical use, treasure still serves as a measure of your accomplishments. When you return to town, the treasure you bring back with you is your proof for your deeds.

You can’t make the player feel the comforts the money of the PC can buy him. And it’s extremely difficult to really play out the benefits of good clothing and a fancy house. To the character, being rich has great value and benefits. And when the chracter sees a golden idol, it is luring him with expensive wine and crocodile skin boots. But since comfort does not carry over to the player, XP can serve as a substitute lure. Instead of dollar signs in the players eyes, it’s saying “XP”. What matters is the emotional response.

When the GM describes a golden idol with ruby eyes on a pedestal, the player should think “I really, really want this. I hope there’s a way to get it without getting killed.” In other games like D&D 3rd edition and later ones, the player will want to have it because it can be traded in for magic boots or enchanted armor. So there is no need to add the additional lure of XP.

Words of Sword & Sorcery (but mostly swords)

“Steel isn’t strong. Flesh is stronger! What is steel, compared to the hand that wields it?”

“Gold is for the mistress; silver for the maid; copper for the craftsman, cunning at his trade. But iron, cold iron, is master of them all!”

“There’s nothing in the universe cold steel won’t cut.”

“If it bleeds, we can kill it.”

“I fear no living enemy, but my axe cannot cleave fleshless spirits.”

Ancient Lands: Cleaning out the Bestiary

The bestiary for the Ancient Lands is taking shape nicely. Selecting the wildlife and monsters for a setting is a part of worldbuilding I find particularly interesting, but doesn’t seem to be given much attention most of the time. There seems to be a common tendency to throw in pretty much every beast and critter the creators find interesting, but personally I think that’s something that doesn’t really work well. I’ve been reading through the old AD&D monster manuals again some time ago, and those who always surprise me the most are the Forgotten Realms appendices. Those are meant to cover creatures specifc to the setting that are not covered by the regular monster books. However most of them ended up completely forgotten and never mentioned again in other books, box sets, and 3rd edition. It’s not enough to simply write up a creature, it also needs to be woven into the rest of the setting and become part of it.

Take for example Dark Sun, which has the kang, mekillot, and inix, which barely resemble any animals found on earth and have no special abilities. But they are memorable because they have a very important role. They are the horses and camels of the setting, which are used by everyone who is sane enough to not try crossing the desert on foot. Eberron has such unique creatures as the quori and the warforged, which could easily be dismissed as silly ideas, but are among the best known features of the setting because they play an important role in the world. Dinosaurs are implied to be existing in some remote regions in almost all D&D settings, but only in Eberron is their presence really acknowledged. By having a race of deinonychus riding halfling barbarians!

Quality goes over quantity, and I vastly prefer the approach of not adding anything to a setting unless it is relevant in some way.

Continue reading “Ancient Lands: Cleaning out the Bestiary”

A worthy Quest

I’ve been talking about the idea that a campaign in an RPG can be either following the entire adventuring life of the player characters, or be an episodic series of their greatest adventures. Though I’ve run all my previous campaigns in the “life story” style and all the games I’ve played where either this or one-shots, I am actually much more fond of the later one. Part of it is because most of my campaigns are short and never make it to a grand finale and I really want more opportunities to run adventures for Big Damn Heroes for a change. But I think in a campaign that is driven by events and developments in the game world, as opposed byfighting and treasure huting in isolated dungeons, it’s actually a more effective approach.

A common issue many people have with “epic” campaigns and adventure paths, is that no-name 1st level characters rise to be the most poweful people in the world in just a few months or even weeks, while NPCs supposedly take decades or centuries to get there. It works better in action movies, where an Average Joe only needs an extraordinary crisis to unleash the fighting beast that has always been sleeping inside him, and lots of videogames of the RPG genre make the samemistake, as they want to show off all the sweet high level abilities offered by the source material in a single story. Two games that handled this aspect reasonably well are Mass Effect, where you you start as an elite veteran and unlock new abilities over time only for gameplay reasons, and Dragon Age 2, which does follow the episodic format and has almost 4 different stories from various moments over a 10 year period.

In the context of a campaign, Mass Effect would be a case of starting at a high level with few increases of character strength, while Dragon Age 2 only shows the moments in the characters life where they made significant increases in experience and power. For myself, I’ve made the descision of following the episodic approach, skipping over all the uneventful patrols of the roads and borders, and explorations of dungeons that turned out to be empty. But what kinds of adventures are actually worth telling?

Continue reading “A worthy Quest”

Campaigns of Heroic Deeds

I’ve been thinking a lot about improving my recently started campaign over my earlier ones, and I discovered a new pair of approaches to campaign and adventure design. The Campaign of the PCs Career, and the Campaign of the PC’s greatest deeds. The former following all the characters explorations and fights, while the later one is limited to the highlights.

Career-based campaigns where kind of the default in early RPGs and are still the default mainstream among oldschool fans. The PCs learn about a ruin or mysterious place and simply go checking it out to see if they find anything interesting or valuable. Pretty much all D&D adventure modules from the 70s and 80s follow this approach and the same principle scaled up is essentially what most sandbox campaigns are about. Sometimes amazing situations happen, but mostly it’s about looking for treasure or doing paid mercenary work. If the PCs perform a great deeds and legendary battles, it’s often almost by accident and you’ll neven know when it will happen. Almost all campaigns I’ve either ran or played in also followed this approach. Self contained jobs that provide XP and treasure, but no deeds of note.

Continue reading “Campaigns of Heroic Deeds”