Figuring out the Kaas

The kaas are one of the six mortal humanoid peoples that live in the Ancient Lands and were one of the very first things I created for the setting. It really started all with these two creature designs:

Human/Ferai Hybrid Form (Primal)
Charr (Guild Wars 2)

From a visual design perspective I think this is a really cool style for the look of a new fantasy race that fits into a Sword & Sorcery setting. But something that I have always been pushing back all these years is to really sit down and take the time to fully develop them into a full and distinct people and culture that will be recognizable to players. With the skeyn that wasn’t much of a problem and even though I came up with the yao and sui very late in the development they came together pretty much by themselves by relying on old archetypes that feel fitting.

But with kaas I mostly knew what I don’t want. I don’t want orcs, vikings, or klingons, or any of the many other iteration of this old stereotype and I also don’t want them to be the big silent guys who glower down on everyone else in mild contempt (that’s more the basis for the yao). Kaas are big and they are strong, and having a lion/bear motif making them at least somewhat more warlike than the other peoples just comes by itself. But I want them to be more “cheerful” and less psychopatic about killing or obsessed with honor. People that clearly are dangerous, but who could still be really fun to be around.

I think this last weekend I really made some big progress again by putting together a list with various existing characters from fiction that I could also really well imagine as kaas characters in the Ancient Lands. The resulting list is this one, which I hope will make some people as enthusiastic about having them in a campaign as I am.

Naked Snake (Metal Gear Solid 3)
Cerys (The Witcher 3)
Sylvar (Tales of the Jedi)
Canderous (Knights of the Old Republic)
Goliath (Gargoyles)
Dax (Star Trek: DS9)
Eve and Wrex (Mass Effect)
These two cool dudes (Halo 2)
These entertaining lunatics (Bound by Flame)

If you know only half of them, I think you should agree that these guys should be a blast to have in the party. One specific trait I have decided on for the kaas, which I think makes a great base to build their cultural identity on, is that violence is usually not their first choice of a solution to deal with a problem. But generally it’s their second choice if the first one didn’t work. They also need some more calming elements to balance them, but I think I am definitly on the right track with these guys now.

 

Wilderness Adventures for characters of level 4+?

Common wisdom appears to have it that parties in B/X transition from pure dungeon adventures at 1st to 3rd level to the wider world of wilderness adventures after reaching 4th level. The Expert Set adds rules for characters of 4th to 14th level and rules for wilderness adventures. And of course B1 In Search of the Unknown and B2 The Keep on the Borderlands are the most classic dungeon adventures and X1 The Isle of Dread was the first D&D hexcrawl. So obviously it must be true. Basic characters stay in the dungeon, Expert characters expand outdoors.

But I’ve come to wonder whether this really is the intention behind the way rules are split between the Basic and Expert Set. My suspicion is actually that the choice to split the rules into multiple sets was done with the intent to introduce both players and GMs to the rules gradually and not overwhelm them with everything at once. Which I think might have been a pretty good choice. The original Basic Set was a total of 60 pages. The Rules Cyclopedia comes to 300. That’s a lot of stuff to digest in one go before you feel confident that you know what you need to start playing. If you want to teach the basics of the game, you do need the dungeon, but outdoor adventures are indeed something that can, and perhaps should, wait for a bit later. Once everyone who is completely new to the game has got the hang out of the basics. By putting level 4 to 14 into the next set, the amount of spells that players (and GMs) are exposed to is much easier to overlook and you also get a collection of monsters that for the most part wouldn’t be absurd to face for a new beginning party. (Looking at you here, Dragon.)

I suspect that the separation of content was done as a teaching aid, primarily for GMs. It’s not so much that adventures change at higher levels, but that GMs can expand once they have become familiar with the basics. When you look at the Expert Set it says that “now” new paths of adventure are open, but does not do so in the context of character level. It is “now” that the GM has access to these expanded rules of the game. The Rules Cyclopedia does not touch upon this whole subject at all, from what I was able to tell.

Another strong piece of evidence, as I see it, are the modules B10 Night’s Dark Terror and X1 The Isle of Dread. Terror is a Basic module for characters of 2nd to 4th level while Isle is an Expert module for characters of 3rd to 7th level. Both begin at Basic levels and continue up into Expert levels and they are both wilderness adventures. The creators of these modules clearly did not write under the assumption that “you have to be this high” to go on adventures in the wilderness.

Raise Animated Dead

Resurrection of dead characters is a difficult topic when it comes to fantasy in general and to RPGs in specific. To make it short, I am not a fan of death being an effect on a PC that can be removed with the casting of a spell. Once a character in the party has access to this spell, players can mostly expect their characters to live forever. As long as the cleric survies the battle, everyone is probably going to be fine. If the time limits are generous, then it becomes mostly a matter of having the money and transporting the body to a high level NPC, which can become an available option much earlier in the game. This significantly changes the game and doesn’t really line up with pretty much any fantasy fiction. It just doesn’t seem right for my prefered style of Sword & Sorcery and so I created the aspect of life and death in the Ancient Lands around the assumption that resurrection is impossible. There is no soul separated from the body and once the life has been extinguished it is forever gone. Nothing there to bring back into the world of the living.

However, resurrected NPCs can be pretty cool when used sparingly. The undead sorcerer. The returned hero of old. The helpful ghost. I don’t really want to have these completely banished from my campaign.

One possible solution, that I think could be quite fun, is to make it possible to return a body back to life but the resulting creature ends up being somewhat odd. It looks like the person and has the memories of the person, but ultimately it’s something different. A magical construct. For antagonistic NPCs this is good enough. They can still be villains without any special limitations. For helpful NPCs this would still allow them to perform some kind of task that benefits the PCs, but they can’t really return back to their old life. Of course, you can get endlessly philosophical about the question whether a being with the same appearance and memories would be the same person or an artificial fake, or perhaps a separate but still fully human twin. I think usually they would be, but I believe it should be possible to come up with ideas to make them sufficiently similar but different that they would not be welcomed back into their old lives. That’s another step to be figured out later.

But regardless of how the world reacts to such resurrected characters, the players might and will quite possibly have very different oppinions. Players might have no problem with playing a character who has all the traits of their old one but has only philosophically changed. To make it effective, resurrected PCs should be unappealling to play on a continous base. One quick and easy solution would be to make it impossible for them to gain any more XP. This might make it appealing to have the character complete his last quest for dramatic reasons while not really offering much incentive to keep going after that. Another nice limitation that might help in making the characters unnatural nature apparent would be to not make this return to life permanent. Maybe it lasts only a month or a year after the character is gone for good or it takes continual magical rituals to preserve this temporary return to the world of the living.

Pointcrawling in a Dungeon!

Formulating my thoughts on a subject always helps my putting my ideas into focus. And so after writing yesterday about the challenges of using a pointcrawl map for a large dungeon I came up with some new ideas for how this problem might be solved.

Pointcrawling really is all about navigation by landmarks or travel along marked paths. During overland travel this is usually the only way there is to pick where you are going. This makes is very easy to take a hex map and convert it into a point map by simply removing all the hexes that don’t have keyed sites or encounters or lie along a path that connects two of the keyed locations. And you can easily convert a point map back into a hexmap by simply overlaying a hex grid on the chart of sites and paths.

But with dungeons this is not the same. As people discovered very early on in the history of RPGs, dungeons are very different environments from outdoor landscapes. In a dungeon you don’t chose your path or destination, you can simply go forwards and backwards in a corridor and pick from a fixed number of other corridors at junctions. When you want to go dungeon crawling with a point map, you can’t just take any grid map dungeon and convert it to a point map. This doesn’t work and you only end up with nonsense that has the same complexity as you started with. Instead, you have to design the entire dungeon from the ground up with a point map in mind.

A dungeon that would be very easy to do with a point map is a ruined castle with an open courtyard. In fact, Chris Kutalik’s ruincrawl is really an attempt to explore cities, not buildings. With an open castle, you can have the first area be the gatehouse that has one entrance and one exit. Once the players reach the exit of this area they can overlook the courtyard and see the various buildings that make up the interior. There may be a keep, a chapple, stables, a tavern, a warehouse, an inner gatehouse, and lots of uninteresting small sheds. The sheds and the patrol corridors in the walls have nothing interesting in them so they can be ignored and are not getting mapped. The other buildings each get their own small map and are marked on the point map as distinct areas. From their position at the exit of the outer gatehouse the players have a clear path to the stables, warehouse, tavern, and inner gatehouse, and if they go through the inner gatehouse they can also walk over to the chapple and the keep. What the paths in the courtyards look like is irrelevant. That’s a basic and simple pointcrawl.

This doesn’t work in a dungeon that is entirely underground, though. Simply because you can’t see other areas from a distance. You can’t say “let’s go over there” when you can’t see “there” and don’t even know that “there” exists. Ina grid map dungeon this is not a problem since you simply follow the corridors and then see where they lead to. With navigation by landmark being out of the picture, following marked paths is the only remaining option. But the whole point of pointcrawling a dungeon is that you want to strip out all the empty halls and chambers that make up the majority of the place and only have the players interact with the most interesting areas. I think the solution to this conundrum is to design dungeons for a pointcrawl along a network of highways. Coridors that clearly stand out from the rest and serve as main connective routes between major prominent area of the dungeon. Dozens or hundreds of minor side passages branch off from these leading to living quarter and storerooms, but they are not included in the map and can not be actively explored by the players. To look at a part of the dungeon in detail there has to be something that visible stands out and draws the attention of the PCs to the fact that there might be something worth looking at.

This is of course a few steps removed from the complete hands off approach you can have with grid map dungeons where the GM really only tells the players what they see and what happens as consequence of their actions. By designing a dungeon like this the GM takes the previlege to tell the players that their characters are not interested into exploring certain corridors and rooms and that they simply continue on their exploration along the provided path, which might not sit completely well with everyone. But really, this is exactly what outdoor pointcrawls do too. It’s an aknowledging nod towards the fact that games are abstractions of adventures and not accurate simulations. It takes away player choice, but really only choices that the GM knows in advance to be completely irrelevant. I don’t think many players would feel sorry about not having to explore 80 empty rooms in a room before they find a room that has something in it. When you look at fiiction this happens all the time. If you take a book or movie at face value, characters are instantly teleporting around all the time between scenes. But everyone is in agreement that the characters did walk between locations and that they probably talked during that time and perhaps even had some encounters that are completely inconsequential to the story. This is the underlying idea here.

A secondary issue I had been pondering is how to indicate the border of an area when each area consists of multiple rooms and is surrounded on all sides by more or less indentically looking rooms. What I think might be the best approach is to construct the whole dungeon not as one continous cluser of rooms but instead as multiple self-contained cells, which each cells having only two or three exits that lead to other cells. This is one of the things that makes it necessary to design a dungeon as a pointcrawl from the ground up. Grid map dungeons usually don’t have such clear cell structure and a great number of possible connections between thematically linked areas.

A system of self contained grid mapped cells connected by highways running through otherwise nondiscript cells is my solution to having huge dungeons that don’t involve long stretches of tedious searching through empty rooms or being implausibly cramme with treasures and monsters. Or at least my current attempt at a solution.

The Social Conflict of the Ancient Lands

Working on the Ancient Lands is always also a great process of learning for me. Even though it took me six years to get to this point, during which comperatively little content has been created, it doesn’t feel like wasted time as I don’t think I had anywhere close to the skill needed to make the world that I am refining now. But I still spot mistakes that were made and that hold considerable room for improvement.

While originality is overrated, I made some decisions early on about what fantasy stereotyps I don’t want in my setting because they are already everywhere (at least in the fantasy I was reading and playing back then): No Dark Lord, no demonic invasion, no lost golden age, no diminishing magic, and no default good PCs who kill default evil antagonists for no other reason than charity or to safe the world/kingdom. And I still really like those and mostly stick to them. Instead I came up with the idea that PCs are clan warriors who protect their village by fighting of monsters. But what first was a solution, and not a very well thought out one, gradually morphed in my head into a mandatory requirement. Not only do I now regard it as a dead end, it also made my pretty much completely ignore aspects of the setting that are actually pretty important. A major one of these is social conflicts and the main factions involved in it.

One thing I like so much about the Knights of the Old Republic series is their web of factions. In the Star Wars movies the Jedi and Sith are both actually really bland, but in KotOR they are more multi-faceted and you also get the Mandalorians as a third faction. And you don’t have that tunnel vision on the Skywalkers, which makes it all a lot more interesting. I know I want some of that. Other great examples of factions are the Dragon Age and Mass Effect games, which really have them in the center of worldbuilding rather than the main stories, which serve more as framing devices to see the factions clashing.

I think that great conflicts are those that arise from specific circumstances unique to the world. Like the dark side of the Force in Star Wars, demonic possession in Dragon Age, or Defiling in Dark Sun. This results in conflicts that couldn’t take place in any other world as well and creates a real reason to play in this specific world rather than any of the dozens that are already around. If you want people to get invested in your setting, it needs to offer something that existing settings don’t. Again, you don’t need to be original in every element of the setting (which probably wouldn’t even work) but at the very least have one new thing, or new combination of existing things.

In the Ancient Lands, this original element is a natural world that is too powerful to be subjugated and makes large scale civilization impossible. Civilizations always stay small and are short lived, as agriculture is only sustainable with the blessing of the gods of the land. As there a few spirits that have both the power and inclination to create such havens where crops and herds are relatively safe from wild animals and the the severe elements, settlements always remain fractured and populations are unable to expand. How people are dealing with this situation is the basis for my current approach to the four main factions. Previously I had treated the factions as relatively small organizations, but I think the following ideas probably work best when almost all settlements can be associated with one of these factions, even if they have no unified hierarchies.

Druids are the mainstream group of shamans who serve as intermediaries between farming villages and the spirits of the land on which they live and work. (No longer the sorcerer hunters I treated them as previously.) In druid philosophy the current state of the world is the natural way of things and trying to fight nature can lead to no good and will always lead to premature destruction. Instead, the only way to find a life of peace and relative safety is to learn and understand the laws that govern nature and use them to your advantage instead of trying to work against them. In this regard druids are deeply conservative. This life is close to as good as it gets and any troubles are either the result of trying to defy nature or inevitable facts of the ways of the world. Accepting the limits of what mortal peoples can achive in a world in which they are not the masters and focusing on avoiding unnecessary clashes with the wilds and their spirits is the only way to a content life.

The Sakaya are a cult that accepts the dominance of natur and the greater power of spirits and gods, but rejects them as masters over their lives. Sakaya do not worship the spirits and turn for them for guidance and protection and instead draw their strength from relying on the cooperation with other people. Nominally they are a unified society of equals, though in recent decades the warrior companies on the coasts have increasingly reduced ties to the monasteries in the mountains. Sakaya will make bargains with spirits and occasionally agree to paying regular tribute, but they offer no devotions to them. Their strength comes from winthin themselves and their mutual cooperation to overcome the hardships of life. Striving for excelence in one’s skills and sharing resources for the greater good is the best way to support the community and create a peaceful life for oneself.

Wilders are generally small and remote settlements that share the belief with the druids that mortal efforts can not overcome the indomitable forces of the natural world. But they refuse to remain content with lives of hardship and permanent struggle and instead seek solace in an even greater power. Wilder cults worship the primordial gods of the earth and the sea that still rule these vast realms below the surface world as they have done since the beginning of time. Druids regard this as a worship of demons and the calling of powers into the world whose corrupting influence can only lead to disaster and suffering. In the eyes of most people, wilders are little different from sorcerers in the threat they pose to the rest of the world.

Sorcerers are witches who deny that the laws of the natural and spiritual world are unshakeable and refuse to accept that mortals can never be more than they are. They have turned to sorcery as a source of magic that is not bound to the natural laws and has the powers of primordial chaos to reshape reality itself. Sorcerers regard wilders as superstitious cults that have no understanding of the powers that they worship. The primordial gods of the deeps are simply spirits whose powers are open to mortals just as well. Sorcerers are very rare, perhaps numbering only a few hundreds in the whole world. But their attempts to reshape the world around them to their whims makes them an extremely dangerous threat in the eyes of all the other groups. Even sorcerers who seem like kind people and mean no harm to anyone warp and corrupt the world around them and leave behind areas of toxic blight in their wakes. They are all seen as madmen who risk dooming the world forever.

None of the groups are outright good or evil. Sorcerers are always destructive and wilders regularly play with very dangerous forces, but this does not mean that players can simply kill all of them and be done with it. Wilders often live in whole villages and while they may be particularly odd people they do not always directly threaten anyone else. Druids seem predestined to be good guys, but of all the groups they are the least flexible and tollerant. In their eyes the other groups are only making things worse for everyone and the Sakaya are foolishly risking their own survival at best. The monastic Sakaya are probably the ones least interested in confronting others but can be particularly stubborn against cooperating with demands that have them submit to spirits. The warrior Sakaya on the other hand are clear troublemakers, constantly looking for opportunities to improve and display their martial skills. This puts them in conflict with pretty much everyone, regardless of ideology. A sixth major group would be the naga sorcerers, who are very much like mortal sorcerers but regard all of those as inferior ursupers of their races ancient powers. Naga sorcerers never cooperate with mortal sorcerers and only tolerate them as personal thralls who are deliberately kept at a weaker power.

Pointcrawling a Dungeons and Swamp?

This is a problem that has been bothering me for a week now.

A pointcrawl map is an excelent solution to dealing with navigation in two situations. When you want to go from one known point to another known point and there are only a few possible routes that make sense, and when there is only a limited number of possible paths you can take from your current location. Which is the majority of overland travel. However, while working on the first segment of my next sandbox campaign, I noticed that it’s really difficult to use this method for searching a hidden ruin in a swamp. You don’t know the destination and there are no preexisting paths. The original pointcrawl concept explicitly mentions that real wilderness travel is almosy never blindly going in one direction but always either following a path or heading for a landmark. And I agree with that, so that I have started to believe this is not the fault of the pointcrawl but the fault of the swamp. If I want to handle travel in my campaign as a hexcrawl, then I have to change my ideas of how the players get to the ruin in the swamp.

Another issue that’s even tougher is using pointcrawling inside a huge dungeon that is mostly empty and irrelevant rooms and tunnels. A pointcrawl seems like a good idea to only fully play out the interesting sections of the whole dungeon. The chapple, the lab, the monster pens, the gatehouse, and so on. In a somewhat open castle this is no problem. Players can see the keep, the chapple, the stables, and the gatehouse from afar and chose their destination as they leave one area. But in an underground dungeon that doesn’t work. You don’t know what’s behind a door or corner until you enter the new area. It’s a completely different way people are navigating such environments.

If players are in the gatehouse and have the options to go from there to either the stables or the barracks, then the players have to know that these are the two things they can pick from. Otherwise it’s just randomness that takes them to the next area, not a meaningful choice. In a sci-fi setting this could be easy. Just have signs on the walls that tell you where you can go from here and how you get there. In a cave network or ancient ruin, that’s not a feasable approach, though.

Solutions? I don’t have any. I am still working on it, but so far I’ve made little progress beyond identifying the prolem. But my efforts will continue and maybe I’ll come up with something smart one day.