Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

01 February 2023

Wilderness Random Encounter Table for Hardby - Greyhawk Campaign Prep

Somewhat akin to the missing forest from Darlene's gorgeous maps of The Flanaess, the Glassography from the 1983 World of Greyhawk boxed set doesn't include an encounter table for Hardby.  Unlike the forgotten Folio Forest, however, Hardby is only mentioned in passing in the original Folio and Boxed Set editions for the setting, so it's not terribly surprising that Hardby doesn't merit its own Encounter Table.

Still, my current campaigns have been set in and around the City of Greyhawk, and while the previous group from our Wichita Greyhawk Campaign (RIP due to COVID) did visit the city of Hardby for training and some resupplies during their explorations of the DMG Monastery dungeon, the current Castle-Greyhawk-based crew has not trod its hallowest streets quite yet.  But they are planning a trip to Hardby in the near-future, to be followed by a trip to Dyvers (perhaps directly from Hardby, perhaps via Greyhawk City---we'll see!). 

World of Greyhawk campaign prep - a DM's fun is never done!
World of Greyhawk campaign prep -
a DM's fun is never done!

 

Since the PCs are still relatively lower-level, and the path between the two settlements is along well-trod roads, the journey from Greyhawk City to Hardby will likely be conducted by the PCs afoot, unless they decide to hire a local ship or a Rhenne barge to speed their trip.  

In any event, travel afoot, mounted, or via riverine transport will require several days, which will entail some random encounters.  One of the aspects about the design and detailing of Greyhawk that I love is its use of setting-specific regional encounter charts, which include local patrols details too.  However, Hardby lacks an existing table for such roaming monsters.... 

That didn't stop me from creating a table, of course, but I did check and recheck to make sure I hadn't missed its entry, sure that it should be there (it wasn't).  I build the list of possible encounters using a mixture drawn from other nearby encounter tables' entries, including the Abbor-Alz, Cairn Hills, the City of Greyhawk, and the Wild Coast.  

Here's the final result:

 

Hardby Wilderness Encounters Table 

d100 Roll   Hardby Encounter
 01-04   Demi-Humans
 05-06   Dwarves (1d6: 1-4 hill, 5-6 mountain)
 07   Elves, Sylvan
 08
  Gnomes
 09-10   Halflings (1d6: 1-4 Hairfeet, 5-6 Stout)
 11   Hill Giants (raiding)
 12-15   Humanoids (raiding)
 16-18   Men, Amazon Patrol - Light
 19-20
  Men, Amazon Patrol - Medium
 21   Men, Amazon Patrol - Heavy
 22-25   Men, Bandits
 26-27   Men, Brigands
 28-29   Men, Buccaneers (on or near water)
 30-32
  Men, Characters
 33-45   Men, Merchants
 46-47   Men, Pilgrims
 48-52   Men, Pirates (on or near water)
 53   Men, Raiders (slavers or otherwise)
 54-59
  Men, Rhenne (on or near water, or Attloi inland)
 60-62
  Men, Tribesmen (hill- or marshmen + 20-80)
 63-64   Ogres (Merrows if on or near water)
 65-66   Trolls (Scrags if on or near water)
 67-100   Use Standard Encounter Tables

 

20% of riverine encounters will be with Rhenne, with the remaining 80% using the standard tables.  

I still need to detail Hardby's Amazon Patrols (and the Amazon Marines that ward the Selintan River and Wooly Bay coastal waters), but that'll come together quickly I'm sure.

Allan.

08 January 2023

Why Greyhawk in 2023? - grodog's Thoughts

 
 
 
Greyhawk Gazetteer from the 1980 Folio

 

From time to time I'll run across a discussion on Facebook, reddit, in a forum, or elsewhere, that seeks to answer the question, Why play in Greyhawk?  The question is often presented in contrast to another setting---"Why play in Greyhawk instead of the Forgotten Realms?" or Planescape, or Ravenloft, or whatever---or as part of a general poll about settings you like.  A recent reddit discussion about favorite settings prompted me to write this post. 

I have offered many responses to similar questions about how and why I love Greyhawk as a setting, and I've shared some over the years:

 

The Silmarillion, by J.R.R. Tolkien
The Silmarillion,
by J.R.R. Tolkien

All that said, over the holiday break while re-reading the second edition of Tolkien's The Silmarillion, in the introduction I ran across a quotation from one of Tolkien's letters that helps to explain some of what I love most about Greyhawk (page xii; my emphases):

I [JRRT] had a mind to make a body of more or less connected legend, ranging from the large and cosmogonic, to the level of romantic fairy-story---the larger founded on the lesser in contact with the earth, the lesser drawing splendour from the vast backcloths...  I would draw some of the great tales in fullness, and leave many only placed in the scheme, and sketched.  The cycles should be linked to a majestic whole, and yet leave scope for other minds and hands, wielding paint and music and drama. 

The quotation is famous among Tolkien fans and scholars, and inspired the titles for two different zines devoted to MERP gaming and Tolkien scholarship.  It also echoes in spirit and tone, if not specific language, three of the key features that I love most about the Greyhawk setting:

  1. Greyhawk as a sandbox campaign setting 
  2. Greyhawk as a place of adventure inspiration and expansion
  3. Greyhawk's fan community helps to keep the spirit of Greyhawk alive and relevant to today's gamers 


Greyhawk as a Campaign Sandbox: Two Takes

A significant volume of Greyhawk-related lore has been published over the decades in official sources from TSR and WotC, and in unofficial content from both its original creators Gary Gygax, Rob Kuntz, and Lenard Lakofka (to name just a few), as well as from its many dedicated fans.  For a sampling of such 1e Greyhawk content see Adrian Newman's TSR Archive site and for a more-comprehensive listing see Echohawk's Greyhawk Collector's Guide.

All that said, Greyhawk still  offers "room to grow" in the baseline versions of the setting published over the years, particularly so in the Greyhawk Folio (1980) and 1983 Greyhawk Boxed Set versions.  By that, I mean that Greyhawk paints its details with a broad brush, that leaves room for you as the DM and the players adventuring in Oerth to finely detail the setting in your individual campaigns.  This is particularly true compared to other settings that have been heavily detailed in both gaming products and in novels, like The Forgotten Realms or Dragonlance.  Later versions of the setting of also support this mode of expansive creativity, simply with more backstory and history behind their "present day" in the setting.

For example, In Darlene's 576 Common Year Greyhawk map there is not much going on near the southern mouth of the Nesser River, so when Henry and I decided to start up a solo aquatic AD&D campaign for him, we set it there, knowing that there wouldn't be too much potential for conflict with existing Greyhawk content:

 

grodog's sketch map for Greyhawk hex L3-94
grodog's sketch map
for Greyhawk hex L3-94

grodog's Greyhawk hex L3-94 with labels
grodog's Greyhawk
hex L3-94 with labels

grodog's Relaqua regional sketch map
grodog's Relaqua regional sketch map

Relaqua materials for aquatic AD&D campaign
Relaqua materials
for aquatic AD&D campaigning
 
Relaqua materials for aquatic AD&D campaigning
Relaqua materials
for aquatic AD&D campaigning

While we were a little off in our "blank canvas" assessment---since I am not as deeply familiar with many 2e Greyhawk books, and WGR4 The Marklands created a new town named Nessermouth near to where we sited our Relaqua game---we're still happy to build out our version of the region as we desire, the Marklands notwithstanding ;)

 

Nessermouth and Gnatmarsh region, from WGR4 The Marklands
Ninja'd!--the Nessermouth and
Gnatmarsh region,
from WGR4 The Marklands

A multitude of these "blank canvas" areas in Greyhawk exist across eras and editions, where you can start a game and begin to explore the world, one bit at a time.  Each of Darlene's Greyhawk map hexes is scaled to 30 miles across, so each offers plenty of room to build out your own version of Greyhawk, even within "known" hexes where towns, cities, and dungeons have predefined locations. 

In this second example, I shift gears a bit into how Greyhawk has slowly evolved as a sandbox setting over its decades of development.  Gygax seeded this twice-told rumor in the 1980 Greyhawk Folio, in the entries for The Wild Coast and the Suss Forest:  

Tales relate that somewhere within the Suss there exists a lost city of the Old Suloise--from which the Jewel River gained its name.  It has never been found, and the legend is highly doubtful (Folio page 19).

and 

A lost, ruined city of of the Old Suloise is said  to be hidden somewhere in the Suss forest, but few dare to venture on such a quest, particularly today (Folio page 26).

 

Artifact of Evil - original painting by Clyde Caldwell
Artifact of Evil,
original artwork by Clyde Caldwell

 

While the same rumors exist in the 1983 Greyhawk Boxed Set, Gary later described this lost city in his novel Artifact of Evil, although it was never detailed fully for play as a published module (and is nicely summarized by Krista Siren in her Gord's Greyhawk site).

This group was to pierce the trackless tangles of the heart of the Suss Forest, find a lost ruin there, recover a bit of some strange and occult object of eldritch origin, and carry it safely into the hands of those who fought against Evil. (page 73)

On the east bank of the Jewel, Curley Greenleaf finally broke out his secret information.  It was a reproduction of an ancient map that crudely depicted the area they were in at a time long past.  This drawing showed that there was a city just a few miles---as far as they could determine, anyway---north of their present position. 

From what they could determine, they had to be within a few miles of their goal, only the ruin of the ancient city did not seem to exist.  Many things were possible, but entire cities did not just disappear....  Perhaps the whole thing was a fable....  Perhaps, but with but with so much evidence at hand, albeit information of cryptic sort, that seemed doubtful, (pages 78-79)

Legend had said a city of the Suloise had been here, but this place was certainly of origination predating the migration of the Invoked Devestation by centuries! (page 83)
 

Versions of Greyhawk published after the Folio and Boxed Set built upon these foundations, sometimes resolving mysteries initially left for DMs to define on their own.  Later works also introduced new wonders and legends into the setting, some of which, in turn, were explored in the next generations of products.  Carl Sargent's From the Ashes (1992) seeded the idea of the Star Cairns as a collection of lost tombs within the Cairn Hills; they were later built-out as The Star Cairns adventure in "The Lost Tombs" triology of modules during the 1998 Greyhawk revival.  Tenser's castle---The Fortress of Unknown Depths, first described by Gygax in WG6 Isle of the Ape---was sketched in passing the City of Greyhawk boxed set in 1992, and further enriched by Carl Sargent in Ivid the Undying before being built-out by Roger Moore in 1998's Return of the Eight.  The Isles of Woe were first mentioned in Eldritch Wizardry in 1976 in the artifact description for The Codex of the Infinite Planes, and were visited (I think for the first time), in the "Ether Threat" series of Living Greyhawk adventures back in 2002.  Countless additional examples exist.  These successive layers of accumulating lore keep Greyhawk fresh, and offer new opportunities for adventure.  They also showcase the unique stamp that each generation of designers and fans imprint on the setting.

These changes to the setting over time keep Greyhawk alive as a vibrant, freewheeeling sandbox:  some of its lore is contradictory, while some is couched in terms to suggest that it's not accurate ("the legend is highly doubtful").  This "Greyhawk Uncertainty Principle" empower DMs with the freedom to choose the versions of a legend or story they prefer, to relocate legends and dungeons elsewhere in the Flanaess, and to disregard and hack the discrepancies in canon compeltely when it suits the demands of their campaigns.


Greyhawk as a Place of Inspiring and Expanding Adventures

Many adventures provide DMs and players with years of gaming inspiration and fun at the table.  In many cases, they are truly modular, and can be incorporated into any era of Greyhawk, played with any edition (with some conversion, of course), and migrated to published settings like the Forgotten Realms or into homebrew worlds unknown outside of those who dice together around its table.  The Greyhawk modules deisgned by Gary Gygax, Rob Kuntz, Lenard Lakofka, David A. Cook, Carl Sargent, Erik Mona, Roger E. Moore, and many other designers are no exception. 

But Greyhawk's best adventures, like the setting itself, intentionally build design room for the DM and players to expand upon the baseline templates provided between their covers.  I see this in particular in the Giants and Drow series of six modules (G1-3 and D1-3), the paired S4 Lost Caverns of Tsojcanth and WG4 Forgotten Temple of Tharizdun, and WG5 Mordenkainen's Fantastic Adventure, but this principle holds in many other modules as well.  These adventures sketch foundations and also provide expansion points that inspire Dungeon Masters to design further:  to build next steps, to layer in additional lore and detail, to add another level to what already exists.  To echo Tolkien's quotation above---to wield pen and ink and personal creativity within the frameworks initially shaped by other minds and by other hands.  To image and render possibility, drama, and adventure unimagined but encouraged by Greyhawk's best designs. 

G1 Steading of the Hill Giant Chief offers lost temples and collapsed corridors that beg to be cleared out to reveal new levels to plumb.  The drowic underworld of D1 Descent into the Depths of the Earth charts the narrow path that leads to Erelhei Cinlu, but sketches a wider Underoerth that can include Carl Sargent's Night Below and Wolfgang Baur's Empire of the Ghouls (Open Design 2007) as desired.  Erik Mona's "Whispering Cairn" (Dungeon Magazine #124) is revisited and later expanded in Wolfgang Baur's "A Gathering of Winds" (Dungeon #129).  The Garden of the Plantmaster (Creations Unlimited 1988) connects both to Castle Greyhawk (where it originated) and to WG5's Lost City of the Elders , which Kuntz later shared in his El Raja Key Archive (TLB Games 2016).  Roger Moore's Return of the Eight mentions a hidden moon base laboratory used by Iggwilv and Tenser.  And so on.  

The wheel turns, and the plots mature.  Endangered Greyhawk calls its defenders to muster.  

Will you answer the call?

The call to adventure.

 

The Fan Community Sustains Greyhawk

Oerth Journal #37 nears publication and its launch will mark 28 years of fan-published support for the setting.*

The Greyhawk Wiki didn't exist during the heyday of the Greytalk and Greyhawk-L email listservs in the 1990s and the Living Greyhawk era.  

Jason Zavoda's wonderful Encyclopedia Greyhawkiana Index spans both eras of fandom:  rooted in the Greytalk era, it has blossomed through a modern redeployment in both wiki and Excel forms.  (For more detail, see my Greyhawk Links page notes).  

Discord supports Greyhawk discussion and gaming across a variety of servers:

reddit has dedicated channels for both Greyhawk and AD&D.  Twitch livestreams, YouTube channels, and podcasts champion and explore Greyhawk.  Blogs and forums offer deeper dives and keep the old Greytalk Archives alive even after they vanished into the deep ethereal of Lotus Notes hell decades ago.  (For more detail, see my Greyhawk Links page notes). 

The community of Greyhawk fans have rallied around the setting and kept it alive when its corporate overlords thought they had put the final bullet between its eyes.  

Greyhawk thrives during this decentralized, Fandom Renasissance, and its fans keep Greyhawk as relevant today in 2023 at it was in 1973.   

Greyhawk fans are tenacious, curious, and always willing to lend a hand to help welcome newcomers to the setting.  

Adventure beckons.

Join us. 

Allan.

==

* Friends of the Oerth Journal Assemble! posted by /u/ArtharntheCleric on 6 Jan 2023:

Greyhawk fans will probably be aware of the Oerth Journal, a "fan" created magazine available in print and on line since 1995 creating new content for Greyhawk. It was originally started to support Greyhawk when TSR was not, and has featured luminaries such as Len Lakofka, Gary Holian, Erik Mona, Roger E Moore, Erik Boyd, etc.

Oerth Journal during COVID migrated from Patreon to Jemi for donations to support its work, and the take up was not 100%. In fact well short of. So the Oerth Journal, with issue 37 due to come out soon (delayed due to injury and illness to editor Kristoph Nolen), needs your support. Kristoph will ensure it gets out, but we'd all prefer he wasn't putting his hand in his own pocket to ensure it does!

If you previously supported the OJ via Patreon but didn't renew when it moved to Jemi, or have enjoyed it before but never supported, or have never checked it out before and are willing, please look at providing support with a one off or regular donation via Jemi here:

https://jemi.so/greyhawkonline

29 August 2022

More Mega-Dungeon Meanderings (and on a Monday!)

I've been hanging out in reddit a lot more over the past few years, among its OSR, AD&D, Greyhawk, mega-dungeon, miniatures, and related old-school (and Delta Green) communities. 

 In /osr/ the user livefreebugs posted a question at  https://www.reddit.com/r/osr/comments/wzugz6/what_elements_would_make_your_ideal_megadungeon/ asking (with my linebreak additions), 


I've been reading a lot of theory and perform advice on megadungeons and it seems like an area that there's a lot of room for awesome new adventures in. There's definitely a‍ risk some megadungeons run into of being repetitive or incoherent and having a huge quantity of locations over consistent quality. I think vibrant factions, multiple approaches, verticality, a sense of place/history that gives deep interconnections between areas of the dungeon, and a scale that allows for many sessions of return delves.
 
I know it's not too controversial here but while not exactly "mega" depending on your definition I think the Caverns of Thracia is one of the better large dungeons ever made due to the integration of layout, history, occupants, into the whole and not feeling like a jumble of random rooms (though gonzo funhouses' can be sweet too). 
What would you look for in your perfect large/mega-dungeon that doesn't exist yet?

My response follows. 

==

My favorite things to do in mega-dungeons, as a player or DM:

  • Explore...:  lots of room to wander around, get lost, find cool things no one else has found, pass through empty rooms/chambers/halls on the way to fun encounters!  A mega-dungeon must also lead outward into the world(s), as well as pull the world into it's orbit from time-to-time
  • ....and Map!:  I love to map while playing and mega-dungeons provide wonderful opportunities to do so :D
  • Interact with Interesting characters:  whether PCs or NPCs, some of whom are only available to meet in the mega-dungeon, of course!  Over time, they may offer opportunities to ally, to cautiously negotiate with neutrally, or to become bitter foes (long- or short-term).  Either way, they are the personalities that help to bring the mega-dungeon to life, and they 're not just factions (although they're important too).
  • Encounter Tricks, Traps, Trials, and Enigmas!:  any adventure should not just be about combat, and the rest of the challenges should include aspects that bring the environment into the foreground from time-to-time
  • Magic!:  there should be cool, fun magic items, spells, effects, and other artifacts and relics that are only available in the mega-dungeon---and some should be permanent features that the players may want to return to for years on end (rather than the usual kind that are hauled up and out and used/sold)


Mega-dungeons sometimes have overarching themes that range in from obvious (Rappan Athuk) to more-subtle (Caverns of Thracia), while others don't seem to have themes at all.  I like there to be zones with and without theme, to keep the whole from getting stale, and to allow the DM freedom and flexibility to design "off topic" levels, or players to really dig deep into side-levels, sub-levels, and extra-planar environs that catch their eye.

Some additional thoughts at https://grodog.blogspot.com/2020/06/grodog-favorite-mega-dungeons.html and in my review of Castle Zagyg at http://greyhawkonline.com/grodog/gh_castle.html

===

What are your favorite aspects of gaming in mega-dungeons---the things that bring you back to the table again and again?

Allan.

28 May 2020

Planar Architecture for grodog's Current Greyhawk Campaigns

Part of what I'm working toward, by defining and incorporating the forgotten Folio forest into my current Greyhawk campaigns, is to play a more gates-oriented game.  This is one of several campaign concepts on my DMing bucket list, and in this case they appear excerpted here as a cluster of related ideas:
Games/campaigns I'd most like to run, in rough order of my desire:
  • gates-driven AD&D campaign starting out at fresh at low level (1st-3rd-ish), where gates are sufficiently common that they drive the entire campaign:  economy, weather, culture, travel, etc. (think The Primal Order meets Stargate meets World of Tiers meets Moorcock's multiverse meets Greyhawk)
  • AD&D "Treasure of the Dragon Queen"; I'll have to write it first, of course:  http://www.greyhawkonline.com/grodog/gh_tourneys_dragon_queen.html
  • AD&D Greyhawk drowic adaptation of MERP 1e Courts of Ardor campaign (could be played as an evil campaign by drowic PCs or traditional good-ish PCs; could merge with previous gates-driven entry)
  • AD&D Abyssal campaign (PCs are a new generation of demons, vying for power amidst the chaos; could combine with gates or drowic ones above); I've slowly been building the framework for an AD&D game where the PCs run demons and explore the mythic geography of the multiverse

In order to play a gates-oriented game, I need to design elements that specifically introduce gates and related magics into the game.  Some of that is easier, some harder.  We'll see how it goes as the games continue, but here's the framework that I've been working up for Oerth's immediate multiversal neighborhood.  I wrote the bulk of this post in response to some discussion in the Greyhawk sub-reddit, in which the user u/P4TR10T_96 asked A Question About the Planes:

Are [the planes] connected to all prime material planes, with the exception of worlds that are explicitly stated to be separated from the rest (Eberron for example)?

but I'd drafted the bulk of the content below in my design journal back on New Year's Day:
This is in your purview to define as the DM. There's not a lot of explicit guidelines on defining your own multiverse(s), but I do list a bunch of resources you can dig into in my two gates/planar articles from Knockspell Magazine:
Greenwood's seminal article "Theory and Use of Gates" and the bibliography at the end of part 1 should both be particularly useful for your purposes, I think.

In my current Greyhawk campaigns, I'm boosting the gates/planar aspect of play through a few different methods:
  1. I'm leveraging alternate Prime Material Planes to Oerth, in a Norse-like model with some known/planarly "nearby" worlds as "sister worlds." *
  2. Adding more gates, magical pools, free-standing portals, and such into the mix early in the campaign, so that the PCs grow in power with these as baseline "givens" in the game world/setting and in their campaign adventures. NPCs dwarves will be encountered that are from "Nidavellier" for example (or whatever name I settle on for that place).
  3. Adding some more spells (see my 2nd KS article above) into the mix, along with some planar-related magic items that will make planar-related "stuff" more accessible for the PCs
* The list of sister worlds is not fully-baked yet, but will likely end up looking something like this:
  1. Oerth/Greyhawk - home plane for the current batch of PCs
  2. Mendenein - my homebrew campaign that is interleaved with Greyhawk and is its "closest" sister world: many permanent portals exist between the two planes, including some that are always open and allow cross-planar trade, for example; if you're curious, you can see some of my maps in on Dragonsfoot at https://www.dragonsfoot.org/forums/viewtopic.php?p=2025364#p2025364
  3. Hyperborea - the plane for Astonishing Swordsmen & Sorcerers of Hyperborea, from my friend Jeff Talanian's publishing company Northwind Adventures: https://www.hyperborea.tv/store/c1/Featured_Products.html
  4. "Jotunheim" - in some form or other: the homeland of giants, which will likely have multiple layers/sub-planes associated with it (Muspelheim, for example)
  5. "Faerie" - in some form or other - the homeland of elves and fey; probably won't be an alternate Prime, but more like the Shadow Plane or Ethereal, in that it's accessible from many Primes (via regio-like zones from Ars Magica/Robert Holdstock's Mythago Wood)
  6. "Nidavellier" - in some form or other: the homeland for dwarves; connects to Oerth in the Underdark
  7. Arabian Nights desert plane: more Dune, The Eight, Rodney Matthews, Thieves World and Tattooine than Dark Sun or Al-Qadim
  8. Archipelagos and Islands watery plane: Blue Planet meets the Greek Aegean; a likely homeworld for the Oeridians, perhaps
  9. Other: various other settings will be linked and in the mix, but not as "close" and therefore not as easily accessible as these planes. The other settings will include Avremier (from Mothshade Concepts), Helveczia (from u/GaborLux), Averoigne (from CAS, and perhaps other of his worlds like Zothique), the Old World (from 1e Warhammer FRPG), perhaps the Known World (from B/X), and the usual smorgasbord from fiction (Moorock, Leiber, REH, etc.)

In addition to what I'd posted in the reddit, there are some other planar decisions that I'm still working through, too:

  • The Rhenne home plane of Rhôp will be in the mix as well many of Greyhawk's famous and infamous demi-planes and Fading Lands.  I don't plan to place Rhôp planarly "close" to Oerth, and am pondering that it may have been destroyed (or presumed destroyed, with the Rhenee always holding out hope that it survives still---a way to reverse-exploit their chicanery against them, perhaps:  Rhôp being the one thing you can reliably gull the Rhenne with), making the Rhenee into planar refugees/expats of a sort.  I sort of envision them having fled a planar rift, so portions of Rhôp may survive as fragments in the Ethereal, Astral, Shadow/etc. planes....
  • I've sketched out a simple planar relationship diagram over Memorial Day weekend:
     

    Oerth and Mendenein Prime-Planar Environs diagram by grodog
    Oerth and Mendenein Prime-Planar Environs

    I'm not sure that it really reflects the planar relationships that I want I to define yet, and since I'm still thinking of a Tree of Life structure for the planes too, that may necessitate bumping one or more up to the level of "primary Primes" perhaps.
  • I have another similar diagram and/or notes that take the planar concepts from Dragon #73 and leverage 2d4 joined into a pointier six-sider as the basis for that planar structure (no doubt inspired by Steve Marsh's d4 structure proposed in Dragon #73), but haven't refound them yet.  That's more important for the Inner vs. Prime planes, so not super-necessary, yet.

More to come as it percolates into play! :D

Allan.

13 January 2020

New local Greyhawk Campaign in Wichita - 26 Jan 2020 Kickoff!



New in-person Greyhawk campaign to begin on Sunday, 26 January 2020 at Hero Complex in Wichita, Kansas, at 1pm CST!  Estimated stop time 5-6pm. 

In honor of the upcoming 46th anniversary of the first publication of Dungeons & Dragons, I'm kicking off a new AD&D 1st edition campaign set in my version of the World of Greyhawk.  

Previously discussed at https://www.facebook.com/groups/111904705646730/permalink/958413074329218/ and with some introductory steps taken at TsunamiCon in October 2019, this session will mark the campaign's official start.

No previous experience with AD&D 1st edition or the World of Greyhawk required:  newcomers welcome! :D

Allan.

08 November 2019

The Starless Sea---Campaign Structures vs. Adventure Structures

How much thought have we collectively given to game elements/structures that are part of a campaign's flow and evolution, independent of the structure of the individual adventures that make it up? 

The Starless Sea by Erin Morgenstern



I've been reading Erin Morgenstern's new book _The Starless Sea_, which is a fairy-tale-like novel told through nested stories like the 1001 Arabian Nights; the book explores the stories' structures, some of which are meta-fictionally self-reflective/-reflexive, a la Borges or Robert Coover.  It's a bit like a mega-dungeon of a book, really.

So, it got me thinking about elements and structures that drive campaigns over the medium- to long haul, like:

  • active foreshadowing through backgound/history/sage advice, spies/spying, divination and research spells, prophecies and divine/infernal guidance, etc.
  • hidden foreshadowing through returning to earlier locations/NPCs/items/prophecies/etc. that have a newly-realized meaning or significance in retrospect after learning D after A, B, and C ("we should never have sold that wand at 3rd level so we could pay our training costs---it's the X"; "whoa!:  we need to head back to that well in level 6 and open that unopenable door with this key now"; etc.); this works best, of course, when specific items, content, histories, etc. have layers of additional meaning/mystery to them to be found
  • assembling pieces and parts of multi-part magic items (Rod of Seven Parts, Eye and Hand of Vecna, etc.), maps, information/lore, paintings, etc.; Anthony Huso's Black Journal falls into this category, I think, in addition to being an awesome prop
  • red herrings, false trails/false alarms, and misinterpretations:  player agency means that they'll get distracted by the fake ghost's tricks rather than unmasking the fake ghost, sometimes; this is possible through their own misinterpretations, as well as through being distracted by false trails/fake news clues intentionally created by NPCs---I'm thinking of  Urgaan of Angarngi's map from Leiber's "Jewels in the Forest" here, or Eclavdra's false trail luring the classic GDQ players to assault Lolth as the root of all of their woes.
  • independent actors with their own agendas that drive their goals, priorities, relationships, etc.---this is the whole "putting it all in motion" to create verisimilitude
What other kinds of tools like these do we use to structure long-term campaign play?

In response to that original question, Anthony Huso offered several comments, and suggested a pair of additions to my list above:
  • an actual calendar with slow-moving but time-critical plot points
  • real consequences to player choices
and to which I replied:
Great points, Anthony!  I definitely use the Greyhawk calendar---my favorite version is the one created by Clay Luther, since it's a great tracking calendar---and I find that Greyhawk's alternative dating systems (along with my own in Mendenein) are very useful in-game to help ground the players (and their PCs) in Greyhawk's history.

I finished reading _The Starless Sea_ last night, which got me thinking further about the pacing of stories and their endings, and about their differences in application to campaigns and to games vs. to literature.  Foreshadowing is a literary technique, and not all literary tropes and techniques will be as applicably useful in an RPG.  In addition, stories have endings, but RPG campaigns don't necessarily have endings (although they do have a natural rising/falling pacing of action in play).  So what techniques and tropes (and other tools) exist uniquely in RPG campaigns that aren't literary in nature, and how do they impact the structure of campaign play?
That's an open question that I don't have a definite answer to, but here are a few mulled thoughts.
 

There's a lot of overlap in literary and cinematic techniques with RPGs, but I think that's in part due to the still-nascent nature of RPGs as a form of play, art, and creative expression: we know drama, literature, and movies since they've been around longer, so we naturally incorporate the terminology, structures, and tools from those genres into RPGs; Justin Alexander has written several sets of posts on his blog The Alexandrian about dramatic and cinematic structures in RPGs, for example. But RPGs are distinct from these forms, on several key fronts:

  • RPGs are creative ensembles, not performing ensembles (Critical Role, et al, aside): the players and the DM build the campaign together, one encounter, one adventure at a time, and it is through their interplay that the campaign flourishes
  • the DM is not the author: this follows logically from the previous point, but it's worth being explicit about it, I think; the DM doesn't own the story of the campaign---the DM is more like the director of an orchestra, since without the other players' PC activities as participation in the game, the DM's actions are silently meaningless (the DM's behind-the-scenes design work is far from meaningless, but you get my point still, I hope; note to self: ponder the DM as architect vs. director)
  • RPGs are games, so their primary motivation is to entertain and to have fun, and that "fun" piece colors the RPG genre distinctly from drama, literature, and movies---which set out to entertain, but are not in and of themselves expected to "be fun" in the way that games are
  • As long-term games, RPGs are expected to have "replay value"---that secret sauce which keeps players returning to the table week after week, year after year, to explore the game that they're building together. One-shots, asides, and classic reruns (playing modules from our youth?) are certainly part of the pacing model of the campaign, but without that continuous draw to re-engage, a campaign will probably stagnate (this is probably one of the best reasons to have a stable of recurring villains as an organization vs. single-figures---if the PCs are pitted against The Cult of Vecna, even when they take out the EHP at some point, there are still other foes standing who need to be dealt with)
  • RPGs are games with systems, so random events can and do significantly impact the play of the game and the outcomes of actions in the campaign, within the scope of the systems used. When the key villain rolls a 1 on a saving throw and is charmed, or disintegrated, or plane shifted away to the Seven Heavens---or whatever!---that's probably not a result that the players (and their PCs) or the DM (and the NPCs, monsters, etc.) have necessarily prepared for. So the nature of random results inject random outcomes into gameplay which the players and the DM have to run with, respond to, and manage as complication during each and every session.

The flow and pace of these many random events play out in retrospect as the sense-making stories that we tell ourselves to summarize the encounters, interactions, combats, and explorations of adventures in the context of the campaign, but that's still a literary layer thrown over and summarizing the action of the gameplay. 


What more falls into this bucket?

Please share your thoughts, analyses, speculations, ideas, and inspirations in the comments!

Allan.


P.S.  There's also something in the zone here worth considering on processes vs. outcomes. See https://seths.blog/2019/11/the-process-vs-the-outcome/ for a kick-off point, but an RPG needs to be fun in the process of playing it, which will reinforce the longer-term replay value ideas above. Milestones and outcomes are important too, in particular for longer-term campaign play; not just the in-the-moment process of playing. So this starts to get into sub-processes building into processes into workflows of processes into complex systems of processes*---which is why system selection is an important factor in campaign viability: if the system for your game is designed to product disposable one-year-long campaigns, as the 3.x and later editions of D&D are, then you shouldn't be surprised that the game design doesn't scale to support epic-level play over three or more years.



ATGj

*I'm also not jumping down the rabbit hole of Rob Kuntz's "open forms" book concept yet, but that is a quite possibly an ending point for this analysis, I suppose.

10 September 2019

grodog in Greyhawk---a Summer Raining Multitudes!

It's been a busier summer than usual this year, in part because I've got lots of Greyhawk going on, which is a wonderful "problem" to have =)

Here's what's been cooking:

  • I'm continuing to play in Bill "TheDungeonDelver" Silvey's ongoing Greyhawk AD&D campaign, which is heavily-focused at present on the exploration of his version of Castle Greyhawk!  Let me tell you that it's a treat to explore Bill's Greyhawk and its Castle, not knowing a thing about it =)

    Here's where we are, after spending most of this year clearing out the upper ruins of Bill's version of Castle Greyhawk:


     
    Bill Silvey's Castle Greyhawk - PC map by Allan Grohe
    Bill Silvey's Castle Greyhawk - Ruins Level
    Player map by Allan Grohe


    Bill Silvey's Castle Greyhawk - Ruins Level Player map by Allan Grohe
    Bill Silvey's Castle Greyhawk - Ruins Level
    Player map by Allan Grohe


    We just began to explore down the central well last week, and will likely pick that up again this week.

    I began playing in Bill's game since July last year, and have enjoyed it immensely!  Thus far we've remained in the vicinity of Greyhawk City and the Gnarley Forest---not counting a demi-planar/extra-planar holiday adventure at Christmastide.  My high elf, Svert, is now a 5/5 Fighter/Magic-User, about to level up to 6th MU (but I've hit my level limit in Fighter unless I'm able to permanently gain two or more points of Strength, alas...).

  • My 11-year-old son Henry has been running an on-and-off again AD&D campaign for some school friends, his older brother Ethan, my wife Heather, and me (although both Ethan and Heather have largely stopped playing D&D in general save for special occasions here and there).  Set in his Underground Mansion dungeon, situated on an island in the Nyr Dyv.  While Henry's game is nominally set in Greyhawk, he doesn't know much about the setting itself, which is fine because he crafts a great mega-dungeon.  This is what we've explored of the first level to date, before moving into the second level over the summer:

    Henry's Underground Mansion - Level 1
    Player Map by Allan Grohe





  • Henry, not quite having enough AD&D in his life already (!!!, to quote Andy Markham), began to craft a new mega-dungeon earlier this summer as the primary forus of his game for just me and him to play in.  (Which is pretty darn sweet, isn't it?).  We've played once thus far over Labor Day weekend, and I'm looking forward to getting back in there to see what else I can find:

    Henry's Dada Mega-Dungeon - Level 1  Player Map by Allan Grohe
    Henry's Dada Mega-Dungeon - Level 1
    Player Map by Allan Grohe

  • And, since I'm clearly not having sufficient fun in the World of Greyhawk already (!!!), I am in the process of starting up one or perhaps two groups of new players in The Flanaess locally here in Wichita.
I've also been continuing to work on some of my levels of my version of Castle Greyhawk for publication next year, and have made good progress on The Iounic Caverns, The Heretical Temple of Wee Jas, Diamonds in the Rough, and The First Landings Level.

More to come on that front as things continue to develop!

Allan.