An Interpretation of Dragonbane’s Resting rules

Going through the mechanics for Journeys in Dragonbane, I came upon this rule in the section on resting:

“A shift rest lasts one full shift of time and can only take place in a safe location where there are no enemies nearby.”

Other rules in the Journeys section indicate pretty strongly that the writer assumes anywhere that isn’t inside a dungeon to be a safe location. But personally, I wouldn’t consider pitching a tent in the goblin hills or spider woods to be “in a safe location”. Ultimately, what is safe enough to allow the PCs to rest is at the discretion of the GM.

For the Woodland Vales system, I really want to players to set up proper base camps while exploring a stretch of wilderness, where they can store their food and other supplies, as well as the heavy treasures they find under the guard of their hirelings who also take care of the pack animals. Using a more severe interpretation of what constitutes a safe place for the purposes of resting immediately makes this a much greater necessity without really touching the rest of the Dragonbane rules at all.

Similar to the havens (I think that’s the term) in The One Ring, finding the home of a friendly NPC, the shrine of a benevolent spirit, or an abandoned tower with intact walls can be a hugely beneficial discovery. A location secure enough to regain all HP and WP and remove all your conditions becomes a key resource for the ability to delve further into the unknown wilds. Without it, you can only get four Round Rests to recover 1d6 WP and four Stretch Rests to recover 1d6 WP and HP per day.

A less severe approach to this is to assign all outdoor areas a security rating of safe, wild, and dangerous. In a wild area, the Bushcraft roll to find a suitable camp site for making a Shift Rest is made normally. But in a safe area it is rolled with a boon and in a dangerous area with a bane. In a dangerous area you might still be able to find the occasional safe campsite to make a Shift Rest, but with a bane (roll twice, take the worse result) it would be quite unpredictable which nights you will be able to. Even with this house rule, any place that is reliable secure and does not require Bushcraft checks at all would still be a very valuable resource.

Woodland Vales: Choosing the Hex Scale

I’ve long had an ambivalent relationship with hex maps. I think the conventional approach to hexcrawl campaigns in which the party enters a 6-mile hex and discovers whatever cave or ruin in located inside just goes beyond any believable plausibility. As an “outdoor dungeon room”, 6-mile hexes are just way too big and even 1-mile hexes would be stupidly huge. But I really do like hex maps as a tool  to quickly and easily estimate the length of a winding path through the wilderness and around natural obstacles like mountains or large lakes. I really can’t imagine the Woodland Vales system without using a hex map for the GM. I think the players should never actually see a hex map, as cartographers of a typical fantasy world would not be able to create any maps with that degree of accuracy regarding relative directions and distances. Navigation should be done by the players entirely by following roads, rivers, and visible landmarks. But for a GM, hexes are a great tool to track supply consumption and random encounter frequencies.

People have long discussed the merits of different hex scales for adventure and campaign maps, and I’m entirely in the 6-mile hex camp for long-distance overland travel. But for doing multiple criss-crossing trips through a much more bounded play area, this might not necessarily be the best scale as well. But to choose the right scale for a hex map, it’s first necessary to establish what kind of information is actually meant to go on that map.

The Default Domain Template

For my Kaendor setting, I recently made the decision to model borderland settlements on the image that is being created by the D&D Expert and Companion rules by Frank Mentzer from 1983. A region of wilderness that is dotted by small keeps of independent lords surrounded by a small area of farmland with numerous tiny villages paying taxes for the lord’s protection against the monsters of the wilds. Mostly as an aesthetic choice. I just find it very evocative. Having a bit of casual research into the medieval manor system for social and economic organization in western Europe, I came up with the following average template for what such a lord’s domain might plausible look like.

At the center of the domain is the lord’s keep. A fortified residence that serves as the domain’s military headquarter and treasury, that might also serve as a refuge for people living nearby in times of attack. Close by or surrounding the keep is a town where most of the domain’s businesses and services are located. The rest of the domain would consists of several manors. These are the lands that are under the economic control of other wealthy and powerful families of the domain. Either as personal property or on rent from the lord. These manor estates in turn would work a small part of that land but rent out most of it to common tenant farmers. The masters of these manors make up the retainers of the lord of the domain. Depending on the local culture, these might be called knights or something to a similar effect. Part of the agreement with the lord that grants them the right to own or rent property in the domain is to provide military service. In addition to themselves and perhaps some of their sons, these retainers would each also employ a few semi-professional soldiers as their men at arms, funded by the rent the retainers receive from their tenants.

A plausible scale for the numbers of the people making up such a generic domain I settled on the following, which I believe falls into roughly the same range that you find quoted for some actual medieval baronies and manors.

A domain has one keep that is home to the lord. The keep is next to the domain’s single main town of 1,000 to 2,000 people. The rest of the domain consists of 20 to 30 manors that provide the lord with 1 retainer and 5 or 6 men at arms each and have a further population of 200 to 300 farmers. This comes out as a total population of 20-30 retainers, 100 to 180 men at arms, 1,000 to 2,000 townspeople and 4,000-9,000 villagers. That’s a bit low for the ratio of villagers per townspeople, but ultimately this is about getting a sense of scale rather than doing precise head counts.

As a very broad generalization, it appears that it takes about 3 acres of fields and pastures to support one person. For our roughly 10,000 inhabitants of an average domain, this comes out as 120 km². Assuming that the domains are pretty wild borderlands and between 1/3 and 1/2 of the land is unworked by farmers, this would be 160 to 240 km² for the total domain size. This translates to about 4 to 6 6-mile hexes, 20 to 25 2-mile hexes, or 80 to 100 1-mile hexes.

The Why and Where of Towns

In a pre-modern farming society, farms are largely self-sufficient, producing all the food they consume and most of their clothing. However, once you get to have carts with wheels, horses with harness, and plows with metal blades, and you want to do some embroidery on your good clothes with fine threads in bright colors, you can’t do all these things by yourself on your farm and require the work of experiences specialists with specialized tools. And while there might be one guy who has a simple forge and can make crude nails in most farming villages, for many of these specialized trades you can have a single business supplying a very large number of customers over a fairly large area. And you need all these customers to make your business economically viable.

Leaving the farm to go on an errand to one of these specialists takes time and keeps you away from your own work. So farmers will always prefer to go to a place that has many businesses and services in one spot so they can do multiple errands on a single trip. When given the choice, they will do their errands in whichever place has the most businesses close together. Businesses located in these places will do better than those in the middle of nowhere, and so all businesses will naturally move to a single central place. That’s a town.

But while farmers will always prefer to do all their errands on one trip to the largest town, this does have a limit. Even more preferable than doing everything in a single trip is to make all your trips in a single day and be back home before nightfall. Staying the night in a foreign town is unappealing and expense, and getting stuck on some dark road until the next morning is even worse. Also, many farmers might not like to have their family be alone on the farm for the whole night, and somebody is having to feed the animals in the morning. So even when a larger town is available in the area, it’s typically beaten out by smaller towns that can be visited on a single day trip. And as it turns out, the maximum distance for a trip to town, doing your errands, and making it back home by nightfall is about 5 to 6 miles when traveling on foot or with a horse cart. This means that every town is surrounded by a bubble some 10 to 12 miles across from which it gets all its customers. If there’s another town inside that bubble, the one that has the better range of services will draw in all the customers and businesses in the smaller town will have to move to stay competitive. If there are rural villages that are located outside of any of these bubbles, then there’s a huge business opportunity for trades people to set up shop there and provide their goods without competition and a new town will grow. Once an area has been newly settled by farmers, businesses will move around and potential towns grow and decline until the entire area is covered in permanent towns whose bubbles of customers are just touching, but also leave very few gaps between them. And we can see that in many rural places. The distances between towns are rarely much shorter or much longer than that.

The Options for Hex Scales

As I mentioned earlier, I am quite the fan of 6-mile hexes. It’s the most commonly used scale for hex maps and its resolution is quite convenient for long distance overland travel. But when it comes to mapping a domain consisting of four to six hexes, maybe not so much.

At the scale of a domain, this hex size really doesn’t provide anything useful. All you could mark on this is that any sites in the domain are either right next to the town or six miles away. And if the domain takes up five or six of the seven hexes, every domain will have nearly identical outlines on the map. This really doesn’t look fun.

Now the 6-mile hexes could be split into 3-mile hexes, but that just looks really wonky when trying to overlay a 3-mile hex grid over a 6-mile grid. So let’s go right ahead to look at 2-mile hexes instead.

I say that’s more like it. We have 37 hexes within a 6-mile radius around the central town, and would require some 20 to 25 of those to make up the territory inhabited by the domain’s farming population. That’s vastly more options for domains of different shapes. It’s also a resolution in which the relative positions of various villages or landmarks in the domain could be indicated by a single hex coordinate.

Just for the sake of completeness, let’s take a look at 1-mile hexes, which has been advocated for small scale wilderness exploration by early D&D.

If your entire campaign takes place only in a single 6-mile hex and the directly neighboring wilderness hexes, then I can see using a 1-mile hex overlay being a decent choice. But for Woodland Vales, I also want to include interactions between different lords and the overland journeys between domains. If you were to make a map with 8 domains and some wilderness between them and surrounding them, I think going down to a 1-mile hex resolution seems like overkill.

The 2-mile hex seems like the ideal hex size for my intentions with the Woodland Vales borderland exploration system.

Woodland Vales: An Introduction

This might be the first post in a potentially long running series. Or I might lose interest after a week or two and not much more comes from it. Hard to say at this point.

What this is

For a good while now, I’ve been pondering and tinkering with various ideas for a kind of sandbox campaign that would be best suited to really bring out what I consider the strengths and most interesting design of my Kaendor setting and emphasizes the aspects of sandbox play that I always found the most intriguing. What I am aiming for is a structure and set of mechanics and procedures that combines the Basic/Expert D&D dungeon and wilderness exploration system by Tom Moldvay and the concept of players establishing a domain in the wilderness, with the West Marches approach to player proactivity by Ben Robbins, the Points of Light worldbuilding paradigm, and various inspirations from the Hill Cantons posts by Chris Kutalik. And yes, this all sounds extremely 2011.

What this series is going to be about is to take all these elements that people have used very effectively in the past and turn them into one unified system that is simplified and streamlined enough that even someone with ADHD like me can run it entirely from memory without having to cross-reference any tables or do any kind of calculations in the middle of play. I think that I had already some 90% of all the mechanics and procedures well worked out over the last couple of years, and mostly this will be me putting all of that mess into an orderly and coherent form that other people can understand and actually use for their own games, or adapt it in parts.

The big question when doing something like this is always whether you are going to present the readers with the finished product that they can use and reference during play, or to take them to the entire design process and explain in detail what all of the moving parts do and my reasoning for making them the way they are which would be immensely useful for people who want to further tinker with it to adapt it to their own needs and purposes? In my over-abundant enthusiasm, I decided that I want to try doing both. This series of posts will go with the later approach first. While I think my ideas are pretty cool, I don’t have expectations that this will turn into the next surprise breakout hit book for sandbox campaigns among the DIY Elfgame crowd. But I know that there are plenty of people who love tinkering with this stuff like I do and that there is a real audience interested in just talking shop. Even if I end up not having the stamina to see this through to the end, individual posts about the design process of specific elements will still be of some use to some people.

What it’s for

The overall campaign concept for which these Woodland Vales systems are being designed is based around an Iron Age society of scattered farming villages that cluster around a main hill forts that serves as the central market town and stronghold of the local big man.These islands of early civilization are separated from each other and surrounded by true primordial wilderness of dark forests, vast swamplands, and treacherous mountains. Traveling merchants move between towns with boats and rafts across a network of rivers or with caravans of pack animals along a few established trails through the woods. Throughout the wilderness and the scattered valleys of farmland are the ruins of ancient  civilizations of inhuman sorcerers, many of which hold the hidden lairs of dangerous monsters or treacherous magical curses that keep people far away from them, but also occasional ancient treasures that are an irresistible lure for foolish young warriors and reckless vagabonds.

Civilization is a fairly small affair in these Woodland Vales, and many of the clearings and valleys that could be suitable for farming have never been settled or been abandoned after some calamity befell their people. The old keeps and crumbling castles of their former lords and chiefs often become home to monsters or bandits, making these vales dangerous places to move through. But many of them could still hold great potential for settlement and various resources that could be of great value, if someone were to drive out those threats and secure their boundaries.

The player characters in a Woodland Vales campaign are assumed to be adventurous warriors and scoundrels, or curious and ambitious scholars and apprentice sorcerers lured by the promises of riches and ancient secrets. The intention behind the mechanics is to strongly incentivize players to establish temporary or permanent bases on the very edges of the inhabited vales that will serve as their base camps for the exploration of the surrounding unsettled valleys. Resource management goes beyond counting torches and arrows, and includes taking caravans of pack animals to a nearby town to stock their base with supplies for weeks of exploration and possibly maintain hold of the surrounding area throughout the winter. This will require large numbers of hirelings to both maintain the base and defend it while the PCs are gone for days or even weeks to roam through the forests and descend into caves and ruins. It is up to the players to chose between expanding one of their bases into a proper stronghold and recruit people to build farms under their protection, or to keep moving to other borderland valleys and establishing a new base camp there. Either way, this is a process that is meant to start in the early game and not to be locked away behind some arbitrary experience threshold once there are no more challenging monsters to be found.

As owners of a stronghold (or perhaps several keeps owned by different PCs?), there is also a lot of room to go into a more political game of dealing with the other big men of the region and making allies to stand again common foes. Mass Battles are something that I can very much see as being a thing in this kind of campaign environment, for which a simple wargame system like De Bellis Antiquitatis could quite easily be added on to the RPG rules for Player Characters. But what I want to avoid is to turn campaigns into games of tax accounting or granular base building where you have to count the silver pieces for the furnishing of individual rooms. Owning a stronghold should be a game of making meaningful decisions and dealing with new kinds of dramatic conflict. While managing your resources to establish how many troops you actually can field when it comes to a battle is of course important, I believe that the amount of number crunching should be limited to as low as absolutely possible.

Six Days on Kenshi

(Kenshi has become my gold standard for what a sandbox campaign should be like. I am constantly mining this game for ideas to set up a West Marches campaign.)

Severed from the Hive mind, nobody would speak with Klik anymore, and so he had no choice but to walk out into the desert. A single worker drone with nobody else and no supplied. Looking around him, he saw a pack of Beak Things to the south of the village, and so he headed north with no knowledge of what to expect.

After wandering through the sands for several hours, a gang of Hungry Bandits came running over a dune, charging at Klik swinging their sticks. Running for his life, he spotted what looked like the stone walls of a human hive on a hill nearby, since the human hives hated the Hungry Bandits and always chase them away from their gates. But as he came closer, there was not a single human soldier to be seen. Looking for a place to lose the pursuers or someone to save him, Klik headed for the largest building in the village, but as he reached its gate he spotted the symbol of the Holy Nation. While the soldiers of the Holy Nation hated the Hungry Bandits, they hated Hive drones even more, and Klik immediately headed out through the gate on the other side of the village. With the bandits were still in pursuit, Klik’s path crossed that of a group of human mercenaries, and a big fight broke out between the two groups immediately. Only a single hungry bandit was still chasing after Klik, and even though he didn’t have a stick of his own, he made a courageous attempt to take the stick from the bandit. But the bandit was much stronger than Klik and beat him up, badly injuring his knee. Klik had no food for the hungry bandit to steal. He didn’t even have any pockets or bags where he could have carried any, but the bandit must have been too hungry to think of that.

Once the bandit had left, Klik crawled back to where the bandits had fought with the mercenaries and discovered a pack of bone dogs feeding on the dead. As night fell, he hid in the broken frame of a ruined human hut while waiting for the bone dogs to move on. When it seemed that they had left the area, he crawled over to the bodies and managed to get a stick from one of the bandits and some human clothing from one of the mercenaries. The mercenaries also had bandages with them, with which Klik could finally treat his still bleeding wounds. He even got some raw meat from two bone dogs, as well as two pelts and some teeth that he knew human traders would trade for. Now that he had food and a stick, and his wounds were no longer bleeding, his chances to survive another day had greatly increased.

At the dawn of the second day, Klik continued his journey through the desert, though still with a badly injured leg. After some hours he spotted a few houses in the distance with some fenced in animals. No humans were to be seen, but the risk that they might be of the Holy Nation made Klik keep his distance and continue towards a mountain range in the distance.

As he reached the edge of the mountains, Klik spotted another large human hive nearby. But as soon as he could see the soldiers on the wall, they started shooting at him with arrows and he had to quickly run back towards the mountains. Were he was jumped again by a gang of hungry bandits who viciously beat him and took all his bone dog meat.

Continue reading “Six Days on Kenshi”

My Plans for Aumaril and Wilderness Exploration Rules

People who’ve been following what I write for some time might know that I often come up with plans for grand ideas but rarely have anything finished to present later. Since I don’t have any money at stake with all this elfgame stuff, that’s fine. And it’s rare that I actually abandon anything I’ve been working on completely. Much of stuff that I create is tinkering with mechanics and concepts and it’s always a learning experience that helps me increase my understanding of the material. And nearly all of it kind of just goes into a drawer where I let it sit for some months or a few years while my attention is on other things, to get pulled out again at some later point to continue tinkering with it. So while it might be pretty early to make any kind of announcement yet for what I am currently working on and nothing might come out of during the next year or so, my current plans for a rules system and campaign setting are actually just a new phase of the same things I’ve been working on for nearly 10 years now. I am constantly getting better at it and feel like I am making great progress, but with increasing experience comes a better understanding of how far away the goal has actually been all along. It’s a bit like fusion power research, I guess.

With a lot of talk, confusion, and general uncertainty about the licensing situation of D&D type games in the last month, plenty of people have come out with the opinion that this is as good a time as there’s ever been to just go through with their ideas of what a perfect game system should look like and make it happen. Though in full self-awareness of how much interest and use such systems might actually see, the old term of fantasy heartbreakers immediately made it back into circulation. It’s not going to be the next Dungeons & Dragons or the next Pathfinder, and most likely not even the next Swords & Wizardry. This is something you do just for the fun of it and maybe to use for your own campaigns, and perhaps, if you’re lucky, it becomes popular enough that some people will take bits and pieces as house rules for their own campaigns. And in this mood and environment, why the hell not? I’ve been collecting quite some house rules myself over the years which I already put together as the Yora Rules, and there’s a number of things in B/X that I would personally have done very differently.

So I’m gonna do this!

There are actually three connected but separate things that I want to make:

  1. A revision of the classes and combat rules of B/X (like attack rolls and saving throws) mostly intended for my own personal use.
  2. A set of new rules and mechanics for a streamlined wilderness exploration system that makes wilderness travel and resource management simpler and faster, and a system for maintaining a fixed home base to serve as treasure vault, supply depot, and winter camp. I think this one actually has potential to be a successful (free) product.
  3. A campaign setting for my own next campaign in which I’ll use and playtest the new rules above.

At this stage, these are really more general plans for a playtest than specific plans for a product. These are plans to develop something, which depending on how things work out, could at a later point lead to releasing something.

OSRIC and OSE already set great examples for how you could replicate the structure of AD&D and B/X even with the OGL 1.0a, and with the new Creative Commons license for the SRD 5.1, I feel that all of this is both perfectly within both the letter and spirit of the law.

The Rules Revision

I started RPGs with D&D 3rd edition just when it came out and later played some Pathfinder for a while. It was fine back then because it was what I knew, but when I became curious about this oldschool roleplaying stuff I spend a while with Astonishing Swordsmen & Sorcerers of Hyperborea, as a more accessible way to get into the AD&D mechanic, but since I discovered the Basic/Expert rules eight years ago, I’ve been a huge fan of those rules ever since. That is, at least in general terms. I’ve never been able to actually understand the TSR system for making attack rolls and the saving throw categories seem quite nonsensical for someone who was first introduced to Fortitude, Reflex, and Will. That’s why I always only actually ran Basic Fantasy and Lamentation of the Flame Princess and more recently Old-School Essentials, which all let you make attack rolls like in the d20 system. But I’m also quite a fan of some changes made to the B/X rules by Stars Without Number and its various descendants.

In the big picture, these rules will still be B/X. But with the amount of house rules I already made and some other changes I think would be big improvements to the game, it just seems convenient to do a fully new writeup for everything that I can hand to players and also share publicly. Some of these changes seem quite radical as they throw away a presumed “balance” that Gygax and Moldvay created for different classes. But it’s by now pretty well known that there was no precise fine tuning and diligent play testing for the exact values in the tables, and they just made up numbers that looked right. (If anything does break, it will show up during play tests and can be fixed later.)

  • Attack rolls and Armor Class as in d20-system games.
  • Saving throws are Physical, Mental, Evasion, and Magic.
  • All classes advance at the same XP scores as fighters.
  • Attack bonuses and saving throws increase linearly with levels.
  • No restrictions on weapons and armor.
  • Spellcasting is restricted by encumbrance instead of armor.
  • Spells are not lost after casting. (Though still limited in uses per day.)
  • Encumbrance based on number of items instead of weights.
  • Ability checks are rolled with 2d6 against a target number based on the ability score.
  • In dungeons, 1 turn covers exploration of “1 area” instead of a distance of corridor.
  • Encumbrance increases the requirement for rest turns instead of reducing exploration speed.
The Wilderness Exploration Game

While the rules for character advancement, combat, and dungeon exploration in the Basic rules are already pretty nice as a rules light version of D&D, it’s really the Exploration rules that always keep me coming back to this game. I remember when West Marches by Ben Robbins was first making its rounds and it always seemed like a really cool approach to set up a sandbox campaign. I later was greatly inspired by Joseph Manola’s The long haul: time and distance in D&D about approaching adventures as months-long expeditions into the unknown, interrupted by spending months cooped up in winter camp. More recently, I’ve read Gus L’s series on Classic Dungeon Crawls that emphasizes the survival game aspect as being essential to making the exploration of dungeons an engaging mode of play, and the whole time I was thinking “Yes, but what if we apply all of this to the outdoors?!”

I feel the wilderness has always been overshadowed by dungeons and by city adventures, but my own mental images of amazing fantasy worlds are filled with trees and mountains from horizon to horizon. And pondering on the ideas of the three wise men above, I’ve become convinced that there can be absolutely fantastic campaigns in which the wandering around in the wilderness can be the main attraction, rather than just the connecting transition space between different adventure sites. To make such a campaign work, there needs to be a clear campaign structure, as well as a set of easy to use tools for the GM to make it happen.

As campaign structure goes, the concept very much follows the West Marches and the original Basic rules: The game begins with 1st level PCs in a small frontier town that is relatively close to several ruins and caves that are home to various creatures and hiding ancient treasures. At first adventures are relatively short, with the travel to the sites being quick and probably uneventful and dungeons being fairly small, and all the PCs being back in the town after 3 to 5 hours where they get XP for all the treasures they recovered. Dungeons with more dangerous creatures and greater treasures tend to be farther away from the town and descend into greater depth, leading to increasingly longer adventures that eventually won’t be able to be played in a single go.

At this point it becomes strongly encouraged for the players to have more than a single character to deal with scheduling. If players A, B, C, and D go on a longer adventure with characters A(1), B(1), C(1), and D(1), the adventure can’t continue until all four players can come together at the same time with the GM again. If player C can only play every second week (maybe), but players A, B, and D want to play more often, they can go on another adventures with their character A(2), B(2), and D(2), and maybe also take along two other players with their characters E(1) and F(1)? If the campaign is about uncovering the secrets and mysteries of the wilderness instead of the personal stories of individual PCs, this way of playing multiple PCs is perfectly viable and it increased scheduling flexibility immensely. It also makes long healing times and characters working for weeks or months on creating magic items and similar things more viable. Just because one character is out of action for the game doesn’t mean all the other PCs have to sit around and fiddle their thumbs while they are waiting.

The Expert rules recommend that characters should start going on longer journeys deep into the wilderness and away from civilization around 4th level, which I think remains a good guideline. But I also think that this is actually the perfect time for PCs to start establishing their own stronghold. Not as barons ruling over their respective towns and villages (which isn’t really much of a group activity anyway), but to have a new forward base camp for their exploration deeper into the wilderness. It’s a place where they can stash their newly found treasures in their vault (and get XP for said treasures), have a supply depot with food reserves for months, can set up fully stocked shops for armorers and alchemists, and a garrison for the hired mercenaries who guard the vault and stay with the pack animals and supplies while they go down into dungeons to explore. It can also serve as their winter camp when the whether makes campaigning nearly impossible for several months of the year.

This new stronghold not only serves as an alternative for the starting town for launching new adventures deeper into the wilderness, it also functions as a generator for new adventures. Ben Robins recommends that the PCs should be the only adventurers exploring the West Marches, but the players don’t have to be the only people establishing a new outpost on the very edges of civilization. There can also be the keeps of aspiring new barons, mining camps, bandit camps, and of course endless hidden lairs of evil cults. Not to mention monsters like giants and dragons making their homes in the area. All of which could have a problem with the PCs setting up a new base near their own turf. Or potentially become allies to share resources and information, and aid each other in times of attacks.

The critical importance of random encounter in dungeon explorations is well enough known, but the same mechanic can also do an incredible amount of heavy lifting when it comes to the wilderness. Nearly everything that can be encountered in the wilds or on the road is either going somewhere or coming from somewhere. After the encounter has played out, there’s usually an option for the players to either follow the creatures to where they are going, or to follow their trail to where they came from. This is a fantastic opportunity to introduce new sites to the sandbox. People probably have noticed that the numbers of creatures encountered in the wilderness often goes into the dozens, and in the case of some lairs even in the hundreds. These numbers are not for a group of four PCs being suddenly ambushed by an entire army on the march. These are numbers for populating keeps, camps, and lairs. These groups are what you find when you follow the wandering groups of monsters back to their homes. And they don’t have to be hostile. The same reaction rolls for random encounters in dungeons can be used when approaching a stronghold in the wilderness. Which I think has the potential as an amazing tool to create a wilderness area that is a living space where players can discover the unexpected and the GM has fantastic opportunities for very freeform and improvisational play.

As I mentioned, a campaign like this also needs tools. The following are mechanics that I’ve already dabbled with to make running such adventures easier. Some of which overlap with the changes to the basic game mechanics mentioned in the previous section. Most of these are things that the Expert rules already cover, but I feel they are clunky and inconvenient to use. All of it can be done better without dramatically changing the outcomes.

  • Item-based encumbrance.
  • Simple rules for water and food rations.
  • Mechanical consequences for lack of food and water.
  • Rules for disease(?)
  • More robust rules for hunting and foraging.
  • Travel speeds that map exactly to 6-mile hexes with no half hexes or third hexes traveled per day.
  • Simple rules for river travel speed.
  • Rules for tracking.
  • Wilderness exploration turns analogous to Dungeon exploration turns.
  • Stronghold and lair generator tables.
Aumaril

The final piece for my upcoming campaign during which all these ideas for new rules and mechanics will be playtested is the setting. I like the sound of Aumaril, and I checked that it isn’t already used by something else. And it’s different enough from Arduin and Amalur to not seem like a knockoff.

Aumaril is a world dominated by severe weather and many volcanoes. Volcanic activity covers the sky in ash every few decades that can cause brutal winters and ruin harvests, but on some occasions have tipped the climate to a point of causing ice ages that can range from centuries to tens of thousands of years. The world only emerged from four thousand years of winter fairly recently, which destroyed the civilization of the fey, reduced the kingdoms of the giants to barbarism, and diminished the empires of the serpentmen to a shadow of their former greatness. As the ice retreated and forest returned to the northern lands, mortal barbarians migrated from the south to make them their home. In recent generations, these first mortal empires have fallen into chaos and decay, and many people are fleeing deeper into the wilderness to try their luck among the abandoned ruins of the fey and giants, and things much more older than even the ancients.

While civilization is centered around three old empires that have seen much better days, and could be interesting places for adventures in their own right, these are not the actual setting where the planned campaign takes place. The adventures of the PCs cover the vast wilderness of forests and mountains that still cover most of the world and remain largely unexplored, but have many ancient ruins from the previous age and civilizations that have long since disappeared. I am an unashamed fan of the 70s and 80s Sword & Sorcery style that gratuitously blends together traditional medieval fantasy elements with weird and alien environments from science fiction or prehistoric Earth. Mushroom forests, dinosaurs, and giant insects are totally my jam, as are evil sorcerers in giant black towers covered in skulls. Which I think has never been executed better (at least stylistically) than in Morrowind. I’m not leaning as much towards the camp or melodramatic, but I still think this is a really cool aesthetic that can be just as well suited for more down to earth fantasy adventures.

One thing that really excites me about this setting is that it’s being populated by various intelligent creatures that have been created for D&D pretty long times ago, but never really seen much breakout success or prominent appearances. In addition to the very human-like Aumarilians, who are greatly inspired by various cultures from the Hyborean Age and the Elder Scrolls, the other major peoples are chitines, derro, fey’ri, grimlocks, locathah, quaggoths, raptorans, and stone giants. Goliaths seem to have become quite popular in 5th edition, and of course yuan-ti have always been famous.

This part of my great creation probably won’t see any kind of proper release as some kind of book, but I guess I’m probably going to share various bits and pieces about it here as the actual campaign develops.

Good artists borrow, great artists steal

So let my show you my loot haul.

I am never able to restrain my gushing over the worldbuilding of Morrowind. While the gameplay of that game is of somewhat dubious quality and characters and quests leave a lot to be desired, the kind of very unique world it presents always had a huge influence on my perception of fantasy world, similar to Star Wars for space settings. There is a lot of the world of Morrowind, and to a small extend also Skyrim, that I am just blatantly ripping off for the new setting. The dominant civilization are strongly bases on the Dunmer and their three living gods, Almalexia, Sotha Sil, and Vivec. Except that in my setting, they are not a tribunal ruling over one kingdom, but three bitter enemies that go to war with each other on a near regular basis. The Camonna Tong and Morag Tong are very interesting templates for criminal organizations, and I like the way the Ashlanders represent the idea of barbarians who have escaped to the edges of civilization because they oppose the changes in traditions enforced by the god-kings.

I also think that the Redguard and Orsimer are quite interesting as well, at least as they are represented in Skyrim. I think I can use them for another urbanized kingdom to the south near the lands of the naga, and for the highland barbarians.

I also really like the way the Daedra fulfill the role of demons in the setting, though I want to take that idea and make it much more actually alien and weird. More Hermaeous Mora than Sheogorath. And of course, Morrowind is where I got the idea of the wildlife consisting primarily of various dinosaur-like reptiles and insectoid monsters instead of the typical familiar dogs, horses, cows, and pigs. I’ll definitely be reviving the honey caves ideas that was based on the kwama egg mines. I used them once and it was really fun.

While I love the Dark Sun campaign setting for AD&D, the things that I see as worth stealing basically just mirror things that I’m already taking from Morrowind. The sorcerer kings are like the Tribunal, the Templars as their warrior-priest enforcerers are just like the Ordinators, and the approach to slavery is very much the same. I feel you can’t really evoke the style of a Bronze Age society that is different from a medieval one without large parts of the population and economy being slaves.

Various ideas with a similar style come from Kenshi. This weird little game is actually a lot like Dark Sun, except that before the world turned into a desert wasteland, it wasn’t a magical fantasy world but a technological sci-fi world. But in the state that it is now, life turns out to be very similar. My two favorite idea from this setting are the Shek and the Hivers. The Shek are a take on something not too different from orcs, and one of the main inspiration for the highland barbarians. The Hivers already served as the main inspiration for my take on slightly insectoid goblins. Which were one of the last things I created for Kaendor, but I think will be a much better fit here. One of the two main powers on Kenshi is the Holy Nation under their Phoenix King, who rules over a nation of slaves with the help of his elite Paladins. Yeah, basically the same points as covered by the Tribunal and Ordinators of Morrowind and the Sorcerer Kings and Templars of Dark Sun. The other one are the United Cities. Who are despotic slavers in their own right, but still come out looking much better from the Holy Nation. They gave me the idea to have a fourth nation of the dominant culture consisting of loosely allied city states in the coast that have banded together to stay out of the grasp of any of the god-kings.

In the post about my ideas on magic and demons, I already mentioned Demon’s Souls. While the design styles of the setting is completely different from what I am going for, I find the supernatural concepts of the game very inspiring. The ideas that humans can become demons if they consume their energy opens very interesting possibilities, and the idea that regions can become shrouded in permanent fog while demons rampage inside of it is also really cool. The lands of Boletaria have little in common with what I am working on now, but conceptual ideas like these are pretty big in my mind.

A very similar case is Thief. Another game I’ve been gushing about many times in the past. Again, the type of city that the series is set in looks nothing like the kind of cities that will be found in the new setting. But everything that has to do with the Pagans is just pure gold for what I have in mind. The Pagans are a reclusive cult that exists somewhere between druidism and rural demon worship. Exactly the kind of interactions I am going for with my spirit worshiping barbarians. I am actually pretty sure that this game is where I came across the idea originally. The Trickster demon-god and his leafy lieutenant are great spirits, and I totally love the witch that is the main antagonist in the third game as a villain that might work wonderfully in my campaign. I also think that the organization of the Keepers is a really cool archetype for a cabal of arcane scholars who have much more benevolent intentions than the demonic cults they oppose, but are far from being clear cut good guys either.

Something I remembered only a few days after I’ve already been tinkering with ideas for a coherent setting concept was my experiences with diving deep into the published setting material for the Unapproachable East region of the Forgotten Realms. When I decided that I want to make a new setting from scratch that better represents the ideas I am interested now than organically grown tangle that Kaendor had become after close to a decade of trial and error, I made a decision to stay away from any Dungeons & Dragons or Middle-Earth material. But as I did mention in my post about reading through the various sourcebooks, there actually is fairly little of the typical Fantasyland stereotypes in that section of the Forgotten Realms. There’s no orcs, dwarves, drow, mind flayers, or beholders to be found anywhere, or mentions of trivial teleportation or magic item shops. It is quite strongly inspired by medieval Eastern Europe, but scratch a bit away at the paint and there’s actually a lot of stuff that I think can go straight into my new setting. My final thoughts had been that the setting material that existed for the region was full of great ideas, but at such a surface level of detail that you would still basically have to create your own content that is inspired by those prompts to run a great campaign. And in that case I could just make a new world myself. And now seems like a perfect time to completely carve up that setting and scavenge it for its most interesting parts!

The barbarians and witches of Rashemen look like a great starting point for my forest barbarians. I planned for them to have a Baltic style anyway, so the weird mix of Slavic and Germanic elements should be pretty easy to switch out. The Red Wizards of Thay in their original incarnation are just what I need for one of the three god-king nations. Blend them together with House Telvanni from Morrowind and you got a great magical oligarchy. The barbarians of Narfell are more steppe nomads as presented, but I think I can still take a good amount of stuff from them for my highland barbarians. I think I also want to have something like the ancient demon summoners of the Nar Empire whose ruins are still slumbering under the ground, many still haunted by summoned demons. I’ve long been fascinated by what snippets I had read about the independent city Telflamm and its Shadowmasters thieves guild. As it turned out those snippets were really all there is about them, and this is now a great opportunity to have some fun with expanding them. And finally there’s the kingdom of Impiltur, which is really more an alliance of city states than a centralized nation. And as such the second inspiration for the alliance of city states that oppose the god-kings, together with the United Cities of Kenshi.

While outside of this specific region, the biggest disappointment for me when reading the classic Forgotten Realms material was the city Westgate and its Night Masks thieves guild. I thought these were something big like Baldur’s Gate or Silverymoon, but the actual content is severely underwhelming. I want to make the port city of crime and vampire assassins that I envisioned a reality.

Finally, another important resource that I added to my pile is Red Tide. When this resource on running sandbox campaigns came out in 2011, it made quite a splash, and when you read it for the first time without much knowledge about running sandboxes, it’s really quite amazing. The setting that is presented is quite interesting, but there’s not a lot worldbuilding ideas that I find useful to copy. Much more important are its thoughts on how you set up and expand a sandbox campaign. The tools provided in the book where later overhauled in Spears of the Dawn and then more recently in World Without Number, but I actually really like the version in this one a lot more. The most interesting to me is the system for creating courts with just a very small number of NPCs and conflicts and complications between them. With the way that I envision the new campaign to play in practice, dealing with the important leaders of other strongholds, villages, clans, cults, and gangs will probably be a primary driver of the action. The tables for creating villages with interesting local problems might also come in very handy at a later point. And while I don’t expect there to be an awful lot of dungeons in the campaign, the ruins sites tables might also turn out a quite useful tool when the antics of the players require new content to be welded together on very short notice.