Monday, July 27, 2009

Campaign Design Best Practices (Part 5)


17. Production Value - Treasure Art: If you have a black and white printer and an internet connection, you can find pictures of your treasure. I haven't done this in a long time, and every time I remember to I kick myself because there's nothing cooler than being handed a picture of your newly obtained hoard of goodies. Something fun that certain boxed sets have done is have cards for each item with a picture on the front and the item details on the back --i.e. nothing beyond the skills of your average computer using gamer.

18. Style - Reward What You Like, Punish What You Hate: For years I would offer to let people start out with extra experience points if they typed up a character background. I know that many DMs require this. The thing is, I hate them. Every time I read one I'd get bored. It's rare that I would actually finish an entire history unless I was looking for plot hooks. One day I had an epiphany: why am I rewarding players for boring me? So I stopped asking for character histories, and when I need to involve backgrounds it will be more along the lines of things that I want, like me giving them perks in exchange for accepting a certain amount of hassle-causing backstory. Another habit in the same vein that I have been cured of is trying to separate my emotional reactions from the rules of the game with regards to rewarding players. I'd think things like "Paul sure made that game less fun for me, tonight." And then I'd give him as much experience as everybody else. Your fun is important, and your opinion of whether players are fun or not fun is probably the best barometer your gaming group can get. Similarly, if someone is flexible about the rules and isn't always waving the rulebooks in your face, you should feel freer to give them a little leeway with the rules. If a player is a stickler and gets in your face about every minor rules mistake, don't feel bad about applying the same standard to them.

19. Style - Don't Be Scared To Change Things: A bad habit that I rid myself of only recently is trying to run modules or campaign worlds exactly how they are written. I guess I was convinced that if I could run things exactly as they were written, I would end up with the best game possible. This is untrue. Firstly, most mainstream game designers are kind of lazy and their modules are often not playtested or especially inspired. For the really mainstream games things have to be oriented toward the lowest common denominator, and so will be less interesting to people that rate low on the Aspergers scale. Secondly, no matter how good a module is, the author cannot know how the pacing is going in your game, because this will vary every time the module is run. What might seem like a great time to ambush the players on paper may in fact be when the players are getting cranky because things are too difficult. Fudge the module a bit, delay or omit, replace and swap. Your game will be better for it.

Thursday, July 23, 2009

Campaign Design Best Practices (Part 4)


13. Drama - Segmented Dungeons: Break your dungeon levels up into sections that will take about a session each to manage. You might accomplish this by having there be seals that need to be broken between each level or section, by having unavoidable choke points, or assembly puzzles that need to be completed with items found in a given section. The reason to do this is so that each session feels like something fresh in the minds of the players when they begin a new session, and so that any rejoining players that missed a session or two don't feel clueless. If the segments increase in difficulty as one conquers them, there is also a rising dramatic arc.

14. Production Value - Logo: You should have a logo for your campaign. A symbol that has something to do with the game, perhaps a representation of the main MacGuffin or arch-villain's personal rune. Put the symbol on your character sheets and handouts. This is called branding, and will add "polish" to your campaign and make it more distinctive in the minds of your players.

15. Drama - Forming An Adventuring Party: Don't have them meet in a tavern. How will that distinguish your campaign as any different from tens of thousands of other games? The party works better when the players have an established relationship --making it a given that they are siblings and cousins has worked well for me. Or if you must have them meet, have them meet under circumstances likely to make them cooperative. Having them meet in the drunk tank of a jail, for example. Or in a more modern campaign, have them be caught in an elevator together for a few hours. I've also had one player be the head of a company that interviewed the other PCs to see if they were right for the job --if you do this, be sure to roleplay a few people that definitely won't get hired, just for fun.

16. Production Value - Character Portraits: Even if you aren't an artistically talented person (I'm not) you may have a player that is, or they may have amenable friends that are. Tell the players that if there is a decent character portrait made of their character then it is worth a good chunk of experience. Nothing makes a character more distinct than seeing it come to life.

Wednesday, July 22, 2009

Campaign Design Best Practices (Part 3)

9. Drama - Beginning The Session: Some people recite poetry or campaign literature at the start of each session. This, as we say in the business, is boring as fuck. I think I remember Monte Cook writing about doing that in his blog, no surprises there. Classier individuals play a theme song each time to set the tone and make starting the game a formula --it signals the transition from catching up with friends and prepping snacks to the exploring the game world. I usually ask my players where we left off, so they present their own perspective of what their situation was that I can then modify to my needs. Maybe they won't mention a key fact that I wish to ensure that they know; this way I know to re-state it for emphasis. This also freshens me up, in case there's something about their situation that I forgot.

10. Drama - Narrate From The Enemy's Perspective: You don't always need to present the PCs with a situation for them to disassemble. The PCs in an old campaign once expressed a desire to infiltrate the castle of the local tyrant for the purposes of assassination. I told them not to bother planning the infiltration itself, and instead spent ten minutes describing what kind of day the tyrant's guard assigned to watch the sewer entrance was having --his wife had left him, he had medical problems, and so forth. Then I narrated the PCs bursting out of the sewer and killing him. It was remarked upon as at least one PC's favorite encounter of the campaign.

11. Drama - In Media Res: Books and movies often have events begin halfway into a scene. Things are already happening and it doesn't take much to figure out what happened beforehand. One can also apply this to roleplaying games. Starting the game in the middle of a fight is always fun. Or beginning them in a precarious situation, like in a room with a slowly lowering ceiling, ala George Lucas. Almost any dramatic situation can be enhanced by simply dictating that the PCs start in the middle of it. Don't overuse this, though, or the PCs will get tired of it.

12. Drama - Experiment With Structure: I once began a session with the last encounter, with the PCs bound to a giant stalagmite. They roleplayed being tied up. One of the PCs was quicker on his feet and just went with it, while another one was furious and didn't go with it at all, so the first player pretended that the second had amnesia. Then I said "four hours earlier" and had the PCs scoping out a building and kicking in doors. The PCs caught on that we were doing the session backwards, and when the second player mentioned above received a critical hit, he ad libbed that it gave him amnesia. They made sure to include salient points about what they were doing and why, so when we jumped back another four hours it formed a continuum, eventually getting to the PCs waking up that morning, then jumping back to the stalagmite scene to resolve it. This session ruled.

Tuesday, July 21, 2009

Campaign Design Best Practices (Part 2)


I have begun enumerating these. I can crack a hundred, easy. Let's see if it holds my attention for that long.

5. Mechanics - Dungeon Design: If you are using D&D 3.0 or 3.5, be sure to include at the potential for at least one incidence each of Fortitude, Reflex, and Willpower saving throws. Be sure to include at least one trap, one locked door, one secret passage, and one optional encounter. Try to have "conceptual" dungeons, like a dungeon with only one monster that can attack them at various points throughout the dungeon. I once had a dungeon in which a piece of the Rod of Seven Parts was used to keep an avatar of Yogsothoth (as statted in the 1e Deities and Demigods) incarcerated in a crypt. On their way into the dungeon the PCs had to contend with tentacles coming out of holes in the walls that were treated as though they were individual monsters, weird spatial distortion, and abrupt mind-control effects --all courtesy of Yogsothoth, the sole inhabitant of the dungeon, whom they could not confront until the end.

6. Style - Dungeon Design: Don't be bland about your dungeon designs. You want dramatic locations. You want "ah-ha" moments. You want interesting terrain and situations. Do things like design a dungeon based on a Frank Lloyd Wright house, or Hitler's Berlin bunker. Have things to fall off or into. Have rivers and ledges and cliffs. Fight in all of these places. I once based a dungeon off the design of Masada, in Israel, for example. This will let you concentrate on filling the dungeon rather than drawing floor plans.

7. Style - Characters: The more you make it about your campaign world, the less it is about your player's characters. I have found that there is a sliding scale between these two that cannot be bypassed in tabletop gaming with more than two players. With smaller groups there is time to emphasize both the personal and the general, but in larger groups this is not possible, and you have to make the choice. I have run campaigns in which I desperately tried to convey the special noir of the campaign world, and I have had more bland campaign worlds in which the players' ideas for their characters became the driving force behind the action. Both make for wonderful games, but one or the other may be more suited for your group.

8. Style - Character Background: In exchange for a little extra experience -particularly if a player missed a session or two and wants to catch up- you can give him the opportunity to bluebook. That is, to write a summary or excerpt from the character's journal, or otherwise indicate what he was doing during the session that he missed. Alternatively, the bluebook may delve into the character's past -- it can be anything from a travelogue of the time before the PCs met, to any other form of campaign literature. In a more modern setting, perhaps the character has written a book or recorded a CD, the player might then write a review of the work.

Monday, July 20, 2009

Campaign Design Best Practices (Part 1)


Production Value - Campaign Maps
The campaign world map should be given out to PCs as soon as possible, and they should have some kind of idea about each area on it. I would encourage you not to make the map on a macro scale, as you would rather have the map be just large enough to contain the PCs for the first ten sessions or so, rather than have multiple continents that the PCs will never visit.

Production Value - Dungeon Maps
I don't use minis or tokens except for if I feel like amping up the production value a bit. Making these takes quite a bit of work, so the other parts of the game will often suffer as a result. But if it's the boss of a stretch of dungeon that the PCs have been working on for the past three sessions, it might be nice if you prepared a nice big map of the area the fight will take place in, and print out some battle tokens. I use modified pictures of my players for their characters. Just take the pictures off facebook and edit them to taste.

Think From The Player's Perspective
There is no point in designing the royal family tree of a nation if the PCs will never need or want to know about it. The wrong sort of details can quickly become tedious. This is probably the cardinal sin that most DMs commit.

Game Balance Is For Players Not Monsters
If a monster is too hard or too easy, as the DM you can adjust the difficulty upwards or downwards. Sometimes it's just a matter of giving the PCs more time to plan or achieve surprise, sometimes you need to fudge the HP. Not to make things easy on them, but rather if you underestimated a creature's lethality or what have you. Similarly, you can make something stronger if the PCs have all gone up a level. Thus, unless you are a rookie DM, balance between the party and monsters will not usually be a problem. The real balance issues are between the PCs: if a dungeon favors one class or build over the other PCs' characters, or one PC has a clear power advantage over the others, then you need to adjust it. Because most PCs (not mine, usually) overreact to downward shifts in their power level or ham handed attempts to make the situations not favor their character's advantages, it may be better to simply improve the other PCs in a discreet way. One might do this by dropping more magic items oriented toward their class, or perhaps by giving the other peoples' classes specific improvements.

Saturday, July 18, 2009

Solarian: The Aspects of War Domains

The aspects of war were conceptualized as muses of war, like if instead of Melpomene and her sisters, if there was an equivalent sisterhood of Eris and the other Ares tagalongs. The Aspects of Wars' hierophants would wear alabaster masks with their lips, eyes and cheeks smudged with rust powder.

Battle (Aspects of War)

Granted Power: You enjoy a +1 morale bonus to your attack rolls.
Taboo: You cannot flee from a fight.
1: Sign: You gain a +4 bonus on your next initiative check. 10 min/lvl or until used.
2: Knight's Move: Instantaneously move 5'/2 lvls, target space must flank opponent.
3: Grace: +2 Dex, +10 land speed, melee attacks treated as blessed, glow 60' radius, lasts 1 rnd / lvl.
4: Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

Murder (Aspects of War)
Granted Power: You enjoy a +1 morale bonus to your damage rolls.
Taboo: You must never allow a defeated foe to survive.
1: Critical Strike: Instant spell; for 1 rnd gain +1d6 dmg, doubled threat rng, and +4 on attack rolls to confirm critical threats.
2: Phantom Foe: Subject is always flanked by one creature. Will sv, 1 rnd/lvl.
3: Find the Gap: Your attacks ignore armor and natural armor. 1 rnd/lvl.
4: Rusted Blade: Touched weapon delivers filth fever. (Comp. Mage)

Friday, July 17, 2009

Solarian: Solarian's Domains

These domains are those associated with the deity Solarian. Each has a taboo which must be adhered to, or the Hierophant (cleric) cannot use that domain any longer. Many of these spells are from non-core books. I didn't need to go above 4th level spells for this campaign, and I always cut corners where I can, so the domains are unfinished.

Silence (Solarian)

Granted Power: You may restore a creature to life that died of damage within the past round. You touch the creature and roll 1d6 per character level; if the total of you roll exceed their negative hp score, the creature is restored to life at 0 hp.
Taboo: You may not speak above a whisper.
1: Mute: Target makes Will sv. or cannot speak for 1 min/lvl. Gaze-attack based.
2: Aura against Flame: Ignores 10 fire dmg/rnd and extinguishes fires.
3: Holy Storm: Good-aligned rain falls in 20' radius, damages evil creatures 2d6/rnd.
4: Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.

Power (Solarian)

Granted Power: You do not need to specifically memorize 0th level spells, and instead cast them freely as a sorcerer from your list. You should still memorize as usual because you may lose access to this domain if you violate the taboo.
Taboo: You cannot fight a foe over whom you have an unfair advantage; for example, you must dismount to fight a pedestrian foe, arm an unarmed humanoid opponent, et ceteras.
1: Rhino's Rush: Your next charge deals double damage.
2: Enhance Power: As Cat's Grace, except +4 morale to target's highest ability score.
3: Aid, Mass: As aid, but 1 creature per level.
4: Enlarge Person, Mass: Enlarges several creatures.

Innocence (Solarian)
Granted Power: You enjoy a +2 morale bonus to your AC and spirits cannot attack you with melee attacks, nor control you with compulsions. Compulsions originating from non-spirits function normally.
Taboo: You may not gain taint.
1: Remove Fear: You resist -2 of morale penalty and gain +2 to saves for 10 minutes.
2: Spell Immunity, Lesser: As spell immunity, but only 1st and 2nd level spells.
3: Purge Sin: Subject that is not you loses 1 taint, takes 10d6 subdual damage.
4: Transfer Wounds, Greater: Heals 4d10 +1/level, caster takes half that as subdual.

Thursday, July 16, 2009

Solarian: Knowledge (religion)

In this game I had a little blurb or benefit associated with each level of the various knowledge skills. This ended up being a little too much work to keep track of, but wasn't too bad for the smaller player group at the time.

Knowledge: Religion
(gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)

1: The most popular deity in your region is Solarian, here is his profile and symbol:



Solarian is god of the sun, innocence, silence, youth, and beauty. His Hierophants describe him as a mute child, and say that he displays very little interest in or capability for understanding speech. The rooster is holy to him.

2: Here is a list of the other widely accepted deities and their associations:

Ilia -Purity, Childbirth, the Moon
Aspects of War -Battle, Emotion, Madness
The Spirit of the Soukh -Commerce, Travel, Charms
Defiled Woman -Rape, Betrayal
Great Worm -Transformation, Hunger
Ivory Father -Progenitor Deity

3: Here is the genealogy of the gods:

Ivory Father begat Solarian and Ilia, Aspects of War, Defiled Woman, Great Worm, and the Spirit of the Soukh. Ivory Father was then slain and devoured by his daughters the Aspects of War. Neither Ivory Father nor Ilia are much worshipped, and Great Worm is only almost solely worshipped at Silk Waters.

4: You may purchase potions of cure light wounds for 50 gp each, at any oasis where you are able to peacefully interact with the market.

You are also familiar with the Hexachord:



It represents the totality of your pantheon, with the central circle being mankind and each deities' symbol encircling it. They are, starting from the top and proceeding clockwise, Ivory Father, Aspects of War, Ilia, Great Worm, Spirit of the Soukh, and Solarian. Ivory Father is included out of respect, Defiled Woman is regarded as a demon and as such is not included.

5: More about the Genealogy of the Gods:

Many do not consider Defiled Woman or Great Worm to be true deities, as Defiled Woman was born much later than the other deities, and Great Worm appears not to be the child of Ivory Father. Indeed, Great Worm is the only deity aside from Ivory Father that seems to have created itself.

6: More about the Hexachord:

Deities on the left side are male, deities on the right are female. The higher a deity is on the hexachord, the more powerful he, she, or it is in relation to the other deities (ie Ivory father was the most powerful, Great Worm is the weakest). Defiled Woman's power remains largely unknown.

7: Extra domain option
You gain access to a domain pertaining to a deity of your choice, you retain the option of access to that domain.

Wednesday, July 15, 2009

Solarian: Dying Of Thirst

Saliva becomes thick and foul-tasting; the tongue clings irritatingly to the teeth and the roof of the mouth .... A lump seems to form in the throat ... severe pain is felt in the head and neck. The face feels full due to the shrinking of the skin. Hearing is affected, and many people begin to hallucinate... then come the agonies of a mouth that has ceased to generate saliva. The tongue hardens into "a senseless weight, swinging on the still-soft root and striking foreignly against the teeth." Speech becomes impossible, although sufferers have been known to moan and bellow.

Next is the "blood sweats" phase, involving "a progressive mummification of the initially living body." The tongue swells to such proportions that it squeezes past the jaws. The eyelids crack and the eyeballs begin to weep tears of blood. The throat is so swollen that breathing becomes difficult, creating an incongruous yet terrifying sense of drowning.

Finally ... there is living death, crawling on your hands and knees: "your lips disappear as if amputated, leaving low edges of blackened tissue; your teeth and gums project like those of a skinned animal, but the flesh is black and dry as a hank of jerky; your nose withers and shrinks to half its length, and the nostril-lining showing black; your eyes set in a winkless stare, with surrounding skin so contracted as to expose the conjunctiva, itself as black as the gums...; your skin [had] generally turns a ghastly purplish yet ashen gray, with great livid blotches and streaks; your lower legs and feet ... are torn and scratched by contact with thorns and sharp rocks, yet even the freshest cuts were so many scratches in dry leather, without a trace of blood"

Solarian: The Free



This is a write-up for a campaign that I ran based in a fantastical version of the Sahara desert. The customs and caste system outlined below are more or less based on the fascinating real-life Tuareg peoples, an amazing culture on whom Frank Herbert based the Fremen. The culture did not end up featuring as prominently as I had hoped, for reason that I will delve into in successive blogs.

The Free

We are known as the free. We are the favored people of the gods, created by Ivory Father to people the earth and be good. Ivory Father made the sky and the world, and had children. His children created the beasts of the sky and land to make the world more seemly. Ivory Father created mankind out of snakes, and told us that we are his finest creation --the other gods agreed. Eventually -and this is something the holy men discuss endlessly- Ivory Father died, leaving his children to care for us. His final instructions to mankind were to "Live free and be well."

The Desert


And indeed, your people live a free life of herding animals from one oasis to another, always following water and the seasons. There are many dangers in the desert, either from divine mistake or deliberate challenge to mankind. Each god or goddess has a favored desert tribe. Yours is Solarian, whose kindness warms the earth.

Your Ways

Your ways have been shaped by the gods and the needs of the desert. Your tribes are divided into castes with unique duties and privileges. The castes of your tribe are:

Ihsid (warrior-aristocrats, +2 Str, -2 Wis)
You are permitted to wield sacred Takoba swords, and even start out with one. You begin the game with the quick-draw feat. You also have a tribal enemy, against whom you have practiced fighting and deal +1 damage against.

Imhad (herdsman, +2 Con, -2 Int)
You begin the game with two bonus feats: Diehard and Toughness. You begin the game with an exceptional mount.

Ineden (blacksmith-wizards, +2 Dex, -2 Cha)
You may cast a number of 0th level spells each day equal to your Wis mod. You begin the game with three potions of random type.

It is considered spiritually unhealthy to touch iron unless you are a member of the third cast (Takoba swords have hilts of ivory or other, nonmetallic substances). Holy men are chosen for their blue eyes, while the Ineden have much darker skin than other castes.
Your men wear veils; it is considered shameful to show one's face (especially one's nose or mouth) to strangers, especially women to whom you are not married. These veils are always indigo, made by pounding plants into cotton cloth. This results in the blue dye rubbing off onto one's skin. After many years, one's skin is permanetly stained blue in the affected regions. In addition to protecting one from the dangers of the desert, veils protect from evil spirits and maintain one's dignity. Indigo and blue are holy colors.

The Old Evil and the First Men

The very first man, Banu Antania, was created as powerful and long-lived, and for whatever reason despised Ivory Father. After Banu deserted him, Ivory Father created a man and woman for each of his children, whose descendants form the tribes today. Eventually, Banu corrupted each of the first men and women, causing them to hate Ivory Father. As they grew more and more wicked, they slowly lost the gift of human form, becoming more similar to the serpents from which they were made. Their children feared them and, recognizing the wrath of Ivory Father, cast them out into the desert.
Eventually, Banu and the other first men murdered Ivory Father. The gods had by then all taken oaths not to kill Banu, and so they locked him and the first men away in chains beneath the earth where they could do no more harm.
The tribes now can live their lives without being tampered with by the Banu Antania.

Monday, July 13, 2009

My Mind, She Is Blown

A major complaint I have had about the d20 core rules is that the classes are largely boring and weak tea after five or six levels. For example, why would you ever want to continue as a pure barbarian after the first seven levels? Assuming you had the stomach to make it that far.

The reason for this is that Wizards of the Coast wants you to need to use prestige classes, thereby creating a demand that splatbooks fill. Although prestige classes (and feats) are obviously a selling point and half the point of splatbooks, it had not occurred to me that marketing concerns might have dictated the nuts and bolts of the basic classes.

The basic classes were intentionally made boring to generate sales for WOTC. Amazing!

Wednesday, July 8, 2009

Affiliations: The Populace

This was for a game in which the PCs were fighting the rule of an evil band of knights. Affiliation rules were found in the PHB II (3e).

Criterion / Affiliation Score Modifier
Character level +1/2 PC's level
BAB +6 or higher +1
Helping kill a black knight +2
Killing a dangerous monster +1
Knight Class +1
Refuse a request for rescue -3
Intimidating the populace -1

3 or lower Nobody: No affiliation or junior member with no benefits.

4 - 10 Adventurer: A mayor or other personage presents you with a masterwork lance or other melee weapon. You have a -4 to defensive social checks against members of the peasantry.

11 - 17 Hero: A grateful commoner will present himself as your henchman so long as you do not have more henchmen than CHA MOD. If this henchman should perish, a new one will pledge himself next time you enter an appropriate town.

18 - 22: Champion: You gain the toughness feat. You must defeat an enemy of the populace each week or you will suffer a -4 to your affiliation.

23 - 29: Idol: You enjoy a +1 inherent bonus to an ability score of your choice. You cannot use non-masterwork/non-magic weapons or armor, or you suffer -1 affiliation per day of usage.

30 or higher Legend: Any henchmen, familiars, or mounts you have enjoy the toughness feat. You enjoy a second +1 inherent bonus to an ability score of your choice.