dungeon dozen

October 24th, 2012

I’ve been reading Jason Sholtis’s Dungeon Dozen blog, which provides a different d12 chart every day or so, for a couple of months now. For every list of 12 ideas, there are always a couple that make me laugh out loud and a couple that make me want to DM them RIGHT NOW.

I’m wondering: if I had a book version of the site, with one d12 chart per page and, say, 256 pages, could I just sit in the DM’s chair, flip to a random page, and never have to prepare an adventure again?

Jason: put your site into a lulu book. I will buy it.

my D&D needs more ruins

October 22nd, 2012

And, like the baseless fabric of this vision,
The cloud-capp’d towers, the gorgeous palaces,
The solemn temples, the great globe itself,
Yea, all which it inherit, shall dissolve…
-Shakespeare, The Tempest

I’ve been playing Guild Wars 2 lately. This game’s art direction tends towards big architecture: tall towers and titanic moss-covered walls. It made me think about the number of ruins that would collect on a D&D landscape.

As has been noted before, D&D, and sword&sorcery in general, is post-apocalyptic: people live amongst the detritus of who knows how many forgotten empires. There’s a whole class of people, adventurers, who make money by plundering ancient dungeons.

Given all those dungeons, it’s strange to say that my D&D campaign needs more ruins. I guess what I mean is that I should describe nearly every setting – not just adventure destinations – as littered with monuments of fallen empires.

How many ruins are there? It depends on where your campaign falls on the age-of-the-world continuum: is it closer to R. E. Howard’s Kull of Atlantis or Jack Vance’s Dying Earth?

Let’s say that the typical D&D world is much older than real Earth (which only has a few thousand years of monument-building empires). It’s quite possible that nearly every five-mile hex will contain some abandoned, possibly monolithic structure – maybe not a full dungeon, but maybe a collapsed bridge or aqueduct or something. Encounters will be more common in ruins, because most provide some sort of shelter or lair. Maybe a lot more random wilderness encounters should take place among the wreck of ancient splendor.

For a dying-earth hex crawl, here are some charts to roll on every time you have a wilderness encounter. (For a less gonzo, more typical D&D setting, you could roll once per five-mile hex instead of once per encounter.)

MY ENCOUNTER TAKES PLACE NEAR THE RUINS OF A
(roll 1d20)
1 cloud-capped tower
2 gorgeous palace
3 solemn temple
4 monumental aqueduct or dam
5 great wall
6 mighty citadel
7 borderlands keep
8 gilded city
9 Ozymandian statue
10 ruler-straight highway, broken bridge, or mountain-spanning stair, depending on terrain
11 cursed tomb (or barrow, pyramid, ziggurat, or graveyard)
12 forgotten dungeon
13-18 No ruins. This is an unspoiled nature setting.
19-20 Roll d12 on this chart and SUPER SIZE IT!

To further characterize your ruin, I’d populate a second table with 6 or 8 ancient empires with distinct architectural styles. Here are some from my fairly generic D&D setting:

MY RUINS WERE BUILT BY (roll 1d8)
1 the empire of giants (everything is 5x size, including doors and stairs)
2 the empire of high magic (floating buildings, immortal servants and walls of golden light)
3 the recent empire obsessed with lions (pretty standard medieval ruins with lion statues everywhere)
4 the empire of the gods (unblemished white walls, lingering curses on those who disturb it)
5 the empire of the demons (runes crawling over disturbing jagged architecture; also this random encounter is going to be really bad)
6 the elven empire (couldn’t build a frigging toolshed without incorporating at least one flower motif)
7 the empire of madmen (roads zigzag in non-Euclidean directions and all buildings are designed using the Random Dungeon Generator)
8 some one-off empire forgotten by history: structures are made of lava or skulls or bird bones or or bee honeycomb or something

Spears of Dawn RPG

October 19th, 2012

I think ancient and medieval Africa is a great D&D inspiration: I’ve written about it here, here, here, here, here, here, here, here, here, here, here, and here. So I’m pretty excited to see that Kevin Crawford, who did Stars Without Number, is kickstarting an Africa D&D-type game. Check it out.

I’ve heard that Stars Without Number is pretty solid, but I’m even more excited about an African setting. And even better: while most Kickstarter projects (like mine, for instance) take a while between donation and fulfillment, Kevin says that this one is already written. “You will have the beta game PDF in hand as soon as I get the backer information from Kickstarter.”

mearls redesign

October 17th, 2012

I made some cosmetic changes to the Mearls game:

  • I switched a new optimized-for-iphone design. Thanks to Laura for the design!
  • I moved it to a permanent place on the sidebar.
  • I switched it to newest-on-top rather than oldest-on-top, with a little arrow to let you switch your default.
  • I changed it so you can’t see the number of votes cast before you vote (but after you vote, you can still change your vote to join the winning side if you want).

    I have a feeling there will be some bugs in this version, so put them in the comments to let me know.

    Play it!

  • wisdom of the mearls: good decisionmaking in crowdsourced D&D

    October 15th, 2012

    I’ve been DMing the Mearls crowd-sourced D&D game for a week, and one thing is clear: the PC, whose every turn is controlled by a committee of up to 50 or so players, has that elusive quality “player skill”.

    The communal player avoided a trap; killed two and charmed one orc without ever hazarding personal combat; and has been steadily pilfering everything of value, despite the watchful eye of the orc ally. The player has been creative, greedy, and hasn’t made a single rash decision. It would be interesting to run a Mearls through a true Tomb of Horrors-style deathtrap dungeon or an old tournament module. I have a feeling that we’d do better than most human parties.

    Watching the votes come in has been fun. While the first-offered alternative has a slight edge in the voting, it’s been interesting to see that a late-suggested, but clever, option frequently wins the voting.

    There’s accepted wisdom about committees making bad decisions. On the other hand, there’s a famous story about the “wisdom of the crowd”. In a contest to guess the weight of a bull, the average of all the guesses was within .1% of the true weight.

    It’s been fun to run this D&D game: there are plenty of mindless little CRPG games you can use to waste the odd ten minutes at work, but nothing’s quite like reacting to a real person (or real people) in a true RPG. I’d judge the experiment a success, and I’m thinking of keeping it going.

    Here’s what I propose:

  • This week, I’ll move the Mearls to a permanent spot in the sidebar of the side, so you can play a turn every time you visit. I’ll probably slow down the game to one or two turns per weekday.
  • I’ll probably change the polling system so that you don’t see others’ votes before you vote. I included the visible votes because I actually thought they represented D&D communal decisionmaking pretty well: you don’t make decisions in a real D&D game by secret ballot. However, without the influence of others’ opinions, we might actually be able to do better than a real D&D group. What do you think?
  • I’d like to let other DMs use the software to run their own Mearls games, either on their own sites or by email invitation.

    If you haven’t joined the game yet, jump in! Right now we’re at a crucial decision point: should the PC fight four ghosts, or try to teach them about the evils of sexual harrassment?

    Play!

  • trading magic items

    October 12th, 2012

    More quotes from Sepulchrave’s D&D stories:

    Finally, note that the magic item exchange is fairly typical of my campaign. I never allow such things to be purchased on the open market, and generally insist that they are either made by the characters (as time permits), or are exchanged for like items. It tends to effectively limit items in circulation.

    This seems like a great idea, and is much more palatable to me as a DM than a world with a magic item store. Trade means that players can still get what they want, but they potentially have to trade away a piece of their own power (a magic item.) It also helps introduce a stable of NPCs with whom the PCs have relationships.

    Here’s one of Sepulchrave’s PCs proclaiming his trade goods to a prospective deal partner:

    “An Iron Horn, Winged Boots and a bag of emeralds to the value of twenty-eight thousand gold crowns,” Ortwin said in a matter-of-fact way.

    Clearly, money can’t be used to buy magic items outright, but it can still be used to sweeten a deal.

    play D&D with me right now!

    October 8th, 2012

    In April 2011, Mike Mearls did something cool with his “Legends and Lore” column. He intentionally misused the weekly poll software. Instead of asking “do you like the ideas in this column?” he asked “You stand at an intersection, with passages heading to the north, south, east, and west. Which way do you go?”

    His crowd-sourced, poll-administered D&D game only lasted a few months, but it was a great idea. From now on, I propose that a play-by-poll D&D game be called a “Mearls”. I wrote some Mearls software, and I’ll be running a game this week (and maybe beyond).

    D&D isn’t D&D unless it’s open-ended. Therefore, in this Mearls, there will be no pre-written choices. If you have an idea, you can suggest it. If people like it, they will vote for it. You can change your vote any time.

    As the DM, I’ll advance the game two or three times each day. Join the game to get alerts!


    Play!

    the little sisters of the sun

    October 5th, 2012

    The Little Sisters of the Sun had caught one group on their mountain and sacrificed the lot, singing the Hymn of Life. Wild bands had eaten another group…
    -Leigh Brackett, The Hounds of Skaith

    Leigh Brackett can put a lot of horror into a few sentences. The Little Sisters of the Sun, mentioned here in passing, seem sinister enough to deserve their own D&D adventure.

    Between the Little Sisters and the wild bands of cannibals, the environment from this passage seems even more dangerous than the average D&D countryside. The wild cannibals puts me in mind of an Oregon Trail journey gone wrong: perhaps my D&D continent has a frontier beyond which there are no patrolled countries or city walls. It’s a higher-level zone, perhaps recently re-discovered like Eberron’s Xen’drik, and its natives are twisted by post-apocalyptic magic. I assume that the Little Sisters of the Sun were, long ago, neutral good, and the tribes of cannibals are the remnants of civilized feudal peoples.

    jane austen as a D&D player

    October 2nd, 2012

    When I invent a time machine, the obvious first application is to play D&D with my favorite 19th century writers.

    If I were to DM a game for, say, Jane Austen (and I would like to! In fact, Jane Austen, I hereby extend to you a CHALLENGE to play at my table! YOU WILL HAVE FUN) I wouldn’t try to cobble together some 19th-century setting involving dance halls and drawing rooms. I also wouldn’t run a straight D&D game either. I’d play Al-Qadim.

    Tolkien revolutionized the fantasy imagination, giving us the dwarves and elves that we now associate with fantasy. But there was been fantasy literature for a long time before there were hobbits.

    In the English-speaking world, at least, the Lord of the Rings of the 18th century – the book that directed literary fantasy, juvenile escapist power fantasy, and the hunger for the exotic and sublime – was the 1001 Nights. When 18th and 19th century Europeans thought about evil wizards and magic rings, they also thought about djinni, flying mechanical horses, and trees that grew jewels like fruit. They were so hungry for fantasy that 1001 nights weren’t enough nights for them. They wrote their own “arabesques” – original fantasy literature using 1001 Nights trappings, much of it worse than the original.

    Nowadays, rich nerds with too much money build castles. Then, rich nerds, like William Beckford, built arabesque mansions. William Beckford also wrote Vathek, an arabesque copping its style and themes from the 1001 Nights. In a way, William Beckford is the Richard Garriott of his day.

    Here’s Charles Dickens talking about 1001 Nights:

    Oh, now all common things become uncommon and enchanted to me. All lamps are wonderful; all rings are talismans. Common flower-pots are full of treasure, with a little earth scattered on top; trees are for Ali Baba to hide in; beef-steaks are to throw down into the Valley of Diamonds, that the precious stones may stick to them, and be carried by eagles to their nests, whence the traders, with loud cries, will scare them.

    That sounds to me like guy who is going to FREAK OUT the first time he plays D&D and the DM announces that he found a magic ring. OK, Charles, you’re in the group.

    OK, so here are the guys I’d invite to my game table:

  • Charles Dickens (he’d be a player with a sense of wonder who’d get deeply invested in the story. He’d probably play a bard or something.)
  • C. S. Lewis (When he was a kid, he and his brother made up a pre-Narnia magical fantasy land for which they wrote complex histories. Later, he said, “Most of us, I suppose, have a secret country but for most of us it is only an imaginary country.” He’d probably want to DM.)
  • I’d fill up the table with as many Bronte sisters as possible (they also made up a fantasy land that they all wrote about, in which each sibling controlled a specific character. They even used minis. They’d probably be super dramatic and hog lots of time in the spotlight.)
  • Jane Austen (She’d play a chaotic neutral rogue and probably would steal from the Brontes.)

    What celebrities/historical figures/fictional figures would you guys play with?

  • world details from the Sword and the Satchel

    September 28th, 2012

    Elizabeth Boyer’s 1980 The Sword and the Satchel, a Scandinavian-mythology fantasy, is a story of a fighter with a magic sword and a wizard with a bag of holding. It has a couple more D&D moves worth pillaging:

    The frost giants… shouldered their cudgels and passed swiftly, uprooting a few trees for practice. Their glancing eyes filled the air with snow and their breath was like the coldest night in deepest winter.

    This is a beautiful detail: just as snow at night is often only visible under streetlights, there are flurries of snow in a frost giant’s cone of vision. It’s also a useful signal for PCs who are trying to sneak by a frost giant and want to know if they’re unseen. Except if it’s actually snowing. Then they’re screwed.

    “A real lingorm!” Kilgore puffed. “Do they really get bigger with every bit of gold they have, or is that an old wives’ tale?” “Old wives aren’t so misinformed,” the wizard retorted.

    In D&D, there is a correlation between dragon size/HD and treasure size. It would be interesting if there were causation as well. It would make dragons’ greed for treasure make more sense. It would also explain why Smaug freaked out when Bilbo stole that golden cup. That theft made Smaug diminish, just a little. (Maybe the missing cup caused the missing scale over Smaug’s heart?)

    If it seems too extreme for all dragons to get this lore, you could give it just to metallic dragons: a silver dragon’s size is based on the amount of silver she has amassed, for instance. In this case, copper dragons would be totally safe. No one wants their hoard of a million copper pieces.

    Three horsemen were riding up the side of the barrow toward a flickering blue light at the top. Kilgore strained his eye against the crack to see better, his heart suddenly thudding. From the ancient folklore of his people, he knew a blue light in a barrow mound meant there was treasure inside.

    I don’t know enough about Scandinavian folklore – is this a thing? Whether it is or not, it seems cool.

    I wouldn’t automatically put a visible blue light in every dungeon. I might turn this into a spell: someone using some sort of Detect Treasure spell might be able to see the blue glow that let them know this dungeon was worth exploring. It might even be a free-to-cast ritual known to all sorts of adventurous people.