Eureka!

Suddenly, inspirations! Inspirations everywhere!

spongebob_imaginationI think I found the perfect core concept for my new iteration of the Ancient Lands setting. And if you know me just a bit, it will be no surprise to you: “Star Wars as a Bronze Age Sword and Sorcery setting.” Specifically the two Knights of the Old Republic comic series.

And now I also know what to do with the naga in the setting that isn’t simply making them Yuan-ti. These guys:

Sadow_vs_KresshI am not going to copy the whole Sith War storyline, but I think the old Sith are a perfect inspiration for the overall mindset and culture of the naga.

I’ve already been planning to do a group like the Mandalorians and the Qunari from Dragon Age for a long time. And two of the races are directly inspired by Jarael and Sylvar.

Air Genasi
Air Genasi
Kaas
Kaas

The Dathomir Nightsisters also have many great pictures I can use.

Kaska Witch
Kaska Witch

Of course, I am also taking liberally from Mass Effect (the second best thing after Star Wars), and the naga get a race of obedient servants inspired by the Geth.

Serpentmen
Serpentmen

And there will be both wood elves and dark elves as well.

Falden
Falden
Yagashi

This is coming along pretty nicely so far.

Setting up conflicts in worldbuilding

While I am revising my Ancient Lands setting, I’ve set down to once more give some deep thoughts to the underlying conflicts of the world. I make no secret about my oppinion that the Mass Effect series has the best worldbuilding I’ve ever seen anywhere. Not because there is a lot of lore on the locations and a long detailed history. In fact, there is barely anything in that regard, at least if you don’t read up on it in the ingame codex. Perhaps there is some, but I didn’t read any of it and I still think the worldbuilding is superb. The Mass Effect galaxy is incredible because it has lots of factions that are tightly interconnected with each other, forming a complex web of conflicts and alliances in which absolutely everyone is included in some way. And these groups are friends or enemies with each other not simply because the writers say so, but because they share a common past which can be sufficiently explained in three or four sentences but gives them good reason to feel what they feel, and in a way that perhaps doesn’t make you approve of, but at least understand their views. The same company that made the Mass Effect games also made the Dragon Age series at the same time, and while I am not as much a fan of that setting, it also excels at having lots of conflicts that affect everyone in some way and in which each side has some good points.

This made me realize that conflicts are really what makes a fictional setting tick. Cultures, landscapes, religion, and magic are all nice, but to get your audience invested in what is going on in the world and its people, underlying conflicts probably define the world more than anything else. This applies both to settings for roleplaying games, in which you usually want to give the players the option to chose the side their characters are taking, and to episodic fiction in which different parts and aspects of the world are explored in each story arc. So I’ve been looking at all the other fantasy and sci-fi worlds I think have great worldbuilding with interesting conflicts and dynamics between factions. From Star Wars to the Witcher, and from Halo to Forgotten Realms. And I made an important discovery when it comes to creating conflicts: Even if you have a conflict in which both sides have a point and you could easily get into the mind of a character of either group, the conflicts still always started because someone was a giant dick!

Back to Mass Effect, lots of nice sidestories with difficult moral descisions involve the alien Krogans and the human Cerberus group. In many cases you can sympathize with them, perhaps even support them, and actually very much like individual characters of these groups, even though many people consider them evil and villains. But the thing is that in the past their leaders made some descisions and ordered some actions that were really total dick moves. No questions about that; those things were wrong and they got what they deserved. But those past wrongs were not commited by the specific people you’re dealing with right now. These people can be really nice guys and they might not have done anything wrong. But for some reason or another, they are now part of this group that has a long and violent conflict with some other groups. The source of the conflict lies in the past, but it established some facts that still matter a lot right now. And I think that’s really the key when setting up some underlying conflicts for a setting rich with ambigous characters and descisions. Creating a conflict in which neither side is truly bad is really difficult, if not outright impossible. But that does not have to prevent the existence of conflicts in which neither side is truly bad now. If you want to set up a conflict that lasts for generations and affects whole peoples, make the conflict start with one terrible person making a really unfair descision. Doesn’t really matter if it’s too much black and white, because that person likely is long dead or may not appear in the story at all. What does matter is the people who are on opposing sides right now, and being sufficiently removed from the original source of the conflict, they can easily be as ambigous as you want. In Halo 2, some of the alien enemies quit the Covenant and start a civil war against their former masters, which put them on the same side as the humans. But that doesn’t change the fact that they had been the officers in charge of the Covenant army that had been leading a war of annihilation against humanity for the last 30 years. They hardly could be called friends by any stretch, but from that part in the story they have to work together and fight their common enemy, whether they like it or not. There still is great hostility between them and from a worldbuilding perspective you can still regard them as two opposing sides in conflict with each other. You can sympathize with characters on both sides, but also have no trouble at all understanding accepting that they won’t be nice to each other and getting into fights.

So this is my appeal and my advice: Conflicts neither have to be black and white, nor fairly balanced. You can have very good underlying conflicts built into a setting, which started out with one side being the villain, but by now has developed into a state of regular agression from both sides.

Revision time… again!

I’ve been working on the Ancient Lands setting for a bit over four years now, and it seems a pretty regular ocurance that I feel like I went completely wrong somewhere and have to start all over. I think this is about the fifth time that I am sitting down to try to define the core concept of the world and pick the basic elements that are going to go into it. Though it’s not all in vain, as I am not completely starting all over again. It’s more like disassembling the whole thing and trying to put the pieces together in slightly different way, making some modifications at some parts while a few get discarded and perhaps replaced by something new. Or to use the poetic analogy I’ve heard somewhere, it’s like the waves on the beach, going back and forth, but each time getting a bit higher up the sand. Two steps forward, one step back. And I think I’ve come really pretty far by now. That I announced completion a few weeks ago does not have to concern us here now…

I think I primarily made two main errors, which resulted in the setting turning out as something somewhat different than I wanted it to. I think I also had a bit of a change of taste, as I’ve been reading a lot Sword & Sorcery and pulp over the last half year or so. I put the blame at Beyond the Black Gate and From the Sorcerer’s Skull, as well Planet Algol with all their pulpy goodness. Made me remember what my own work is missing and now I have to do it again to put it all back in.

The one mistake that I’ve made was with creating the concepts for my city states. They are city states and good ones, but they are more along the lines of Byzanthium, Carthage, and Babylon. And like Rome these are much more known as the capitals of big empires rather than the small Greek city states of the Trojan War I’ve really been thinking of when I had the idea. As a result, civilization got waaay too big. Much bigger than it really fits the concept of the Ancient Lands. In the stories they are called “kingdoms” and “cities”, but what I really need for the Ancient Lands are glorified fortified towns. The Golden Hall of King Theoden of Rohan is really the archetype for the kind of “palace” that is common in the Ancient Lands. This means I am probably going to scrap all the cities I have so far and start them all over again. Which given the amount of work I’ve put into them so far isn’t really much of a loss.

The other mistake was the backstory for the Vandren, a human tribe of horsemen inspired by the Scythians or Kozaks. What I’ve been working with almost from the very start was that the elves of the Ancient Lands encountered the Vandren when their explorers reached the Great Plains on the far side of the great forests and through them got access to exotic goods from the distant Western Lands. Pretty much all the recent history then build upon the elves and the Vandren making alliances, the Vandren migrating to settle in the Ancient Lands as their vasalls, and so on. But now I realized that this results in one very big problem. As it stands now, the great forests stop somewhere on the left side of the map where you see the edge of the Great Plains with a big arrow that says “To the Western Lands”. And that just doesn’t work for the kind of prehistoric setting I want to do. One of the very first concepts for the Ancient Lands was that of a Forest World, but what I ended up with is a world of plains and steppes with a few big forest which you can ride around. Now the forests are just big, but not stretching beyond the horizon into the unknown, beyond the borders of what mortal eyes have ever seen. I deliberately did not make a full continent or even a world map for the Ancient Land and had the sea only on one side with the other side being land all the way to the edge of the paper. But showing the far side of the giant forests and adding a (figurative) arrow that tells you what lies beyond completely defeated the purpose. I still love the Vandren and someone gave me a great idea how to salvage them. Instead of coming from the plains, the continent is now once again all forests and mountains, and the Vandren will be some kind of hill people. And instead of bringing spices and silks, they now simply trade in salt. Salt is the universal spice and more importantly food preservative. Everyone needs it in bulk quantities and really can’t do without it (or have a really terrible winter) and though I am mostly familiar with salt mines in coastal plains, there are actually many much older deposits in mountains like the Himalyas. So hill people could conceivably become major salt traders. Perhaps making them ride on horses doesn’t make as much sense in a forest and mountain world, but maybe I make them ride on oversized yaks. Or hadrosaurs. (Yes, in a fantasy setting riding hardrosaurs can make much more sense than horses.)

I already have a new vision for the setting in my mind. Not quite sure what I am doing with the naga and lizardmen yet, and I am not completely sure if there is a place for the dark elves without things getting too crowded. But I want to give a much bigger role to the kaas, which is inspired by the Lords of War trailers for World of Warcraft. (Only played Warcraft III, but they look cool.)

I’ll think some more about it before discarding what I’ve written so far, but I am actually feeling a lot more excited about the setting than I’ve been for quite some time.

Ancient Monsters: Ghoul & Shade

I’ve been spending some more thoughts on undead in the Ancient Lands. Since there is only a single source of natural power and energy, anything that is unnatural is a corruption of it and also comes from the same source. Sorcery, demons, and undead are all really different forms of the same thing. In that context, I’ve been doing some reworking of the common undead types so that everything fits together seamlessly and makes all sense.

I particularly like the ghouls as being some kind of insane mutants. While they look more like diseased humans, they are actually a lot like Golum in most ways. The shadows are also cool. Usually they don’t really do anything and just stand around being creepy, but that means you can use them in much larger numbers and make them a type of dangerous environment.

Ghoul

Ghouls are humans, elves, or other humanoids who have been corrupted by the dark magic of sorcery or demons. Though they have never truly died, they resemble the undead, existing in a state between life and death. They grow gaunt with pale skin and dark sunken eyes and are suffering from madness, but are also filled with unnatural vigor and are much more cunning than any beast. Their clawed fingers can crush a mans throat and leave deep rends in the flesh of their victims, and their teeth have the strength to bite through bones, as they regain their strength by feeding on the flesh of humans and beasts.

Many ghouls once were adventurers and treasure hunters who delved too deep into ancient places where the living are not meant to tread, or what remains of those who become slaves of dark sorcerers or demons.

Ghoul (Barbarians of Lemuria)

Attributes
Strength 2
Agility 1
Mind -1
Appeal -2

Combat Abilities
Attack with bite or claw +2; damage 1d6-1 plus paralysis
Defense: 2
Protection: 1
Lifeblood: 10

Any character hit by a ghouls attack must make a Moderate Strength roll (+0/TN 9) or be paralysed for one hour.

Ghoul (B/X)

No. Enc.: 1d6 (2d8)
Armor: 14
Move: Normal
Hit Dice: 2 (9 hp)
Attacks: Bite or claw
Damage: 1d4 plus paralysis
Save: F2
Morale: 9

A creature bit by a ghoul or hit by its claws must make a saving throw against paralysis or be paralysed for 2d8x10 minutes.

Shade

When people die who have been corrupted by demonic sorcery, the Corruption that wrecked their bodies can linger on, turning into Shades. With both the bodies and souls of the original person gone, shades are nearly mindless clouds of Corruption that float silently above the spot where they died. They are normally invisible, but cast dark shadows in the presence of bright lights and they can be clearly seen as shapes of darkness if any light shines upon them in the presence of dust or smoke.

Walking through a shade drains a small part of the life force of living creatures and can start the spreading of Corruption over time. While most shades stand motionless in the spot of their death and don’t seem to react to anything around them, some are aware of the presence of living beings nearby and attack when anything comes too close to them. While their insubstential clawn do not leave any physical injuries, being in prolonged contact with an attacking shade can quickly drain all the life energy of a living person and spread the Corruption through its body. People who survive the attack of a shade often show dark purple streaks on their skin that becomes ashen pale and cold, which will last for several days. Those who die will often leave behind a shade as well, joining those who killed them.

Shades are common in places where lots of people have been killed through sorcery, like the lairs of demons or the sites of sorcerous battles.

Shade (Barbarians of Lemuria)

Attributes
Strength –
Agility 3
Mind -3

Combat Abilities
Attack with touch +3; damage 1d6-1
Defense: 3
Protection: 0
Lifeblood: 5 (only harmed by magic)

When a creature is killed by a shade, a new shade appears in the spot of its death 3 rounds later.

Shade (B/X)

No. Enc.: 1d6 (2d10)
Armor: 15
Move: Normal
Hit Dice: 2 (9 hp)
Attacks: Touch
Damage: 1d4
Save: F2
Morale: 12

Shades can only be harmed by magic weapons or spells. Any living creature killed by a shade must make a saving throw against Death or Poison or a new shade will appear where it died within 1d4 rounds.

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”

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.

89888

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.