a history of 50 years of misrule

November 2nd, 2012


My principal authority for the history of Costaguana is, of course, my venerated friend, the late Don Jose Avellanos, Minister to the Courts of England and Spain, etc., etc., in his impartial and eloquent “History of Fifty Years of Misrule.” That work was never published–the reader will discover why–and I am in fact the only person in the world possessed of its contents. I have mastered them in not a few hours of earnest meditation, and I hope that my accuracy will be trusted.
–Nostromo, by Joseph Conrad

Joseph Conrad’s fictional book “History of Fifty Years of Misrule” is an example of one of the best quest Macguffins ever.

People sometimes underrate the Macguffin (a quest object that the fiction or RPG characters care about more than the viewers or players). A good macguffin does more than act as bait for heroes: it can also generate adversaries.

For instance, a James-Bond-type Macguffin, like the code to a satellite-mounted laser, suggests the types of people who would want it: various governments and terrorist groups. A fantasy macguffin that confers mystic power, like the One Ring, suggests various evil overlords who would like to wield it, misguided people who would like to use it for good, and stalwart folk who wish to destroy it.

Consider the idea of a book called “History of Fifty Years of Misrule”, a memoir written by an honorable, disillusioned politician during a period of petty wars and tragically wasted opportunities. It might contain

stories of political outrage; friends, relatives, ruined, imprisoned, killed in the battles of senseless civil wars, barbarously executed in ferocious proscriptions, as though the government of the country had been a struggle of lust between bands of absurd devils let loose upon the land with sabres and uniforms and grandiloquent phrases.

It’s part of the fruitful “scandalous memoir Macguffin” tradition which I often associate with P. G. Wodehouse (although this one is a lot darker). Like any good Macguffin, this one suggests its own adversaries: throw the manuscript in the PCs’ lap, and they’ll inevitably clash with members of the following groups:

its targets, the greedy, treasonous, or stupid people who don’t want its secrets revealed;

its targets’ enemies, who want them punished. Some are motivated by justice, and some by ambition.

scoundrels who want the document, to use as blackmail, or to publish in the name of widespread chaos.

the author’s friends and relatives, who want it suppressed: if it’s published, the author and his family will accumulate many enemies.

If the PCs end up with such a book, they’ll be the targets of a lot of schemes. The easiest thing they can do is to destroy it right away. Don’t make that an easy decision, though. The book might be worth a lot of money to a crime boss. The book might clear the name of a banished paladin whose daughter is asking the PCs for help. Furthermore, the book may hint that the Sword that Defends the Kingdom might not have been destroyed after all, but might be hidden in the treasure vaults of one of a cabal of corrupt nobles.

The strength of the memoir as a plot device, I think, is that it allows the PCs to predict who’s going to come after them. You don’t need to take pains to introduce the above factions. The PCs can ask questions: “Whose reputation would be damaged by the book? Who would pay for this information?” It allows the PCs a lot of freedom in writing their own plot in a sort of political sandbox adventure. Are the PCs going to right wrongs and punish evildoers? Play villains against each other and milk them all for cash? If the PCs are proactive, the plot is up to them. On the other hand, if they lag, there’s plenty of people chasing them to keep things moving.

Here’s a fun trick: if PCs read the book, describe its contents based on the alignment of the PC. To a lawful good character, it is a depressing work describing the kingdom’s squandered chances. To a lawful evil character, describe it as a fascinating collection of blackmail fodder. To a chaotic neutral character, say it’s a hilarious political farce, especially funny because it’s all true.

“History of Fifty Years of Misrule” didn’t get the star treatment in Nostromo, because that novel already had another Macguffin: a shipment of silver from a contested mine. That’s also a good plot-driver: I might post about that one later.

real elves

October 31st, 2012

Happy Halloween! Although I’m in NYC, Hurricane Sandy didn’t play too many tricks on me. We have electricity, but lots of people don’t, including many of my colleagues, my office, and the subway system. It feels like a snow day.

As a Halloween treat, enjoy this video of this totally normal guy who knows real elves. Once he took them to a Chinese restaurant! D&D Next writers take note: Elves like to eat chopsticks.

mearls map

October 29th, 2012

Our play-by-suggestion D&D has been spelunking along nicely for a couple weeks now, and we’ve explored enough areas that things might be getting confusing. Here’s a map of the places we’ve been:

(click to enlarge)

Where should we go next? Make a suggestion on the sidebar!

dresden files magic system

October 26th, 2012

Magic is a kind of energy. It is given shape by human thoughts and emotions, by imagination. Thoughts define that shape–and words help to define those thoughts. That’s why wizards usually use words to help them with their spells. Words provide a sort of insulation as the energy of magic burns through a spell caster’s mind. If you use words that you’re too familiar with, words that are so close to your thoughts that you have trouble separating thought from word, that insulation is very thin. So most wizards use words from ancient languages they don’t know very well, or else they make up nonsense words and mentally attach their meanings to a particular effect. That way, a wizard’s mind has an extra layer of protection against magical energies coursing through it. But you can work magic without words, without insulation for your mind. If you’re not afraid of it hurting a little.
-Jim Butcher, Fool Moon (Dresden Files 2)

This is a pretty good kernel of a magic system. Someone should make a pen-and-paper RPG of the Dresden files.

If I could have had both potions going in my system without them making me too ill to move, I would have downed the refresher potion the moment I got my hands on it, but without the blending potion, there was no way I could get inside to MacFinn.

I haven’t read it – does the Dresden Files RPG have a potion miscibility table?? If so, count me in.

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.